In 2004 the GameFAQs FAQ Writing Community started a Master System Completion
Project for which I wrote fifteen different FAQs before I moved on to other
projects. My urge to cover more SMS FAQs however has never wavered and that is
why I'm back today in the newest SEGA Master System Completion Project which is
hosted on the FAQ Contributors - General Board. I started with the Back to
Future games, and afterwards I moved on to Rambo III. I'm leaving licensed
games behind me now and I picked up Shooting Gallery as I'm a Duck Hunt fan
and this game is very much like that legendary game. This is also a light gun
game where you need to shoot a lot of ducks, but this game has a bit more
diversity, which makes it is an interesting follow-up for anyone who wants to
move to another light gun game without real enemies.
Shooting Gallery is a simple Light Gun game that is played with the SEGA Light
Phaser. The player is given a certain amount of time and targets to shoot as
many targets as possible before all targets disappear and the round ends. The
targets include birds, balloons, blimps, balls and spaceships of which you need
to shoot a certain amount each round. The game ends when you don't shoot enough
targets or when you finish the 24th round. The game gives bonuses for shooting
every target inside a round and for finishing the game. Totaling these bonuses
can net you a score of 416.500 points. If you can get that score, you have
officially mastered the game, but don't worry, that mainly involves learning
from where each target comes. I won't tell you the exact locations of every
target, but I'll give general and specific hints for each level which should
learn you how to beat the game. So let's get started!
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2.1- Round 1 [A201]
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/ \ In this first level you need to shoot ducks like in Duck
| Type: Ducks | Hunt. The first two ducks will appear at the top of the
| Amount: 9 | screen and will go fairly fast. Afterwards each following
| Target: 4 | duck will fly a bit lower forcing you to move down four
| Score: 100 | times. It shouldn't be a problem to hit them. After you
| Perfect: 1.000 | have shot six ducks in total, a very fast one will appear
\__________________/ at the top of the screen requiring a quick reaction. A
slow one follows a bit lower, and after that another very
fast duck comes by. The last duck is a bit slower again. If you manage to shoot
both fast ducks, it shouldn't be a problem to get a perfect score, especially
because there are only nine ducks in total.
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2.2- Round 2 [A202]
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/ \ The second level brings us more ducks, but they are less
| Type: Ducks | predictable. First we have two ducks at the bottom that
| Amount: 9 | switch between moving forward, and up and down. It is best
| Target: 4 | to aim where you think they will go up/down (they always
| Score: 100 | switch between the same two heights close to each other)
| Perfect: 1.000 | instead of trying to hit them were they are. They are
\__________________/ followed by four fast ducks that look impossible to hit at
first. In the middle of the level - around the highest top
of the mountains in the background - they'll do a quick tour allowing you to
shoot all four of them without moving an inch if you're fast enough. Once they
leave the screen a very fast duck appears at the bottom, immediately followed
by two up & down ducks at the top. A little bit more tricky, but certainly not
difficult yet.
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2.3- Round 3 [A203]
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/ \ Round 3 brings a change of scenery and targets. In the
| Type: Balloons | background we have big balloons and the foreground brings
| Amount: 6 | us little orange balloons. They have quite realistic
| Target: 3 | physics, so they are influenced by the air movement of a
| Score: 100 | missed shot. They don't go fast, but it can be annoying to
| Perfect: 1.000 | try and catch them again if you miss. I prefer waiting and
\__________________/ aiming instead of being quick in this level. There is no
reason to hurry either. All six balloons are slow and
there are no other targets. So don't panic and go for the perfect score.
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2.4- Round 4 [A204]
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/ \ The fourth level brings more excitement. The first balloon
| Type: Balloons | behaves like expected, but the second is a lot faster. If
| Amount: 10 | you miss him the first time, you'll have a very hard time
| Target: 6 | getting a perfect score. While this second balloon is
| Score: 100 | floating upwards, a blimp will appear at the bottom of the
| Perfect: 1.000 | screen and will move very fast from right to left. Your
\__________________/ best bet is catching him on the left at the edge of the
screen. Afterwards a second blimp follows. He is bit
slower, but he moves up and down like the ducks from Round 2. Afterwards three
balloons appear at the bottom of the screen. They are floating close by each
other so they will be impacted if you hit one of them. Unpredictable movements
are unavoidable, but you should have enough time to hit all three of them
before two blimps appear. The first one will appear at the top, but he moves
slow. Don't aim for him yet. Almost immediately after you see him appear, a
second one will show up below him and he'll go very fast. Try and take him
first. Once you took care of them, a last balloon will appear on the left.
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2.5- Round 5 [A205]
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/ \ In Round 5 we get another change of scenery and this time
| Type: Balls | the scenery actually has an impact on the gameplay. We see
| Amount: 12 | a lot of tubes on the screen and you'll see orange balls
| Target: 6 | moving through these tubes. You will have limited time to
| Score: 200 | spot and hit the balls, so you'll need better reflexes for
| Perfect: 2.000 | this one. If you pay close attention, you'll see there are
\__________________/ three sets of tubes with each of them starting on the
right side of the screen. The highest one causes an
immediate drop for the ball after which it will fly out of a pipe in nothing.
This is the best moment to hit these balls. The sweet spot for hitting these
balls is above the lowest blue pipe. The second pipe has the longest trajectory
and gives you two spots at hitting the balls. The best spot is at the left side
of the screen with the drop just before it enters the lower part, but hitting
the ball on the complete bottom isn't a problem either. The lowest of the three
trajectories is the most difficult. You only have one quick glance at the ball
entering on the right and only one shot at hitting it. You'll need to pay close
attention at the right side to see where the balls are while continuously
aiming at the left.
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2.6- Round 6 [A206]
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/ \ Impossible. That is my view on this round. Actually, it
| Type: Balls | isn't impossible. Otherwise I couldn't have finished the
| Amount: 28 | game, but I won't even try for a Perfect score. Balls can
| Target: 16 | drop in from both sides of the screen from all those pipes
| Score: 200 | you see. They drop into the funnel at the bottom which
| Perfect: 2.000 | transports the ball into a series of pipes before it goes
\__________________/ out of the field. This gives you two extra shots, but you
shouldn't take them. It is better to keep your aim on the
middle of the screen, especially because not all balls go into the funnels. Try
to limit your attention to one side of the screen if you want to take the balls
that go through the funnels. This should allow you to hit about twenty targets.
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2.7- Round 7 [A207]
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/ \ Round 7 brings us a new scenery change and a new gameplay
| Type: Spaceships | element. In space we have spaceships and they have a
| Amount: 10 | protective coating which protects them against enemy fire.
| Target: 6 | They'll randomly lose their shields which makes them
| Score: 200 | vulnerable. The level starts of with two ships at the
| Perfect: 2.000 | bottom of the screen. After that, four ships appear who
\__________________/ lose their shield at the same time. They are followed by
another four ships which ends the level. In both waves,
you should be able to hit three ships. In the first wave it should be almost
impossible to hit all four of them. In the second wave they lose their shields
one by one so it should be manageable. But don't panic, two of them in each
wave is enough.
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2.8- Round 8 [A208]
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/ \ The eight level brings more spaceships with the same
| Type: Spaceships | mechanic. We start off with a series of ships that appear
| Amount: 12 | slowly, while another one zips on by on the right side.
| Target: 8 | This ship has no shield, so shoot it fast. While slow
| Score: 200 | ships with shields are still coming, another fast one will
| Perfect: 2.000 | zip on by. Towards the end there will be fast ships on
\__________________/ both sides to make it a little more difficult. They won't
be a problem. The bigger problem are the slow ships with
shields. They will zip to the left or to the right when their shield goes down
so it won't be straightforward to hit them. Don't follow them with your trigger
but anticipate on their movements. If you get to chose between shooting a slow
one and shooting a fast one, go for the slow one. You get only one chance to
hit them while realistically, you can hope to get in three shots on the faster
ships because you don't need to wait for an opening as they have no shields.
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2.9- Round 9 [A209]
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/ \ Round 9 brings the ducks back and they get a bit more fun.
| Type: Ducks | They get a lot more unpredictable as the level starts of
| Amount: 14 | with four ducks that are constantly forming two circles at
| Target: 9 | the start. Towards they end they fly up and off in their
| Score: 300 | own directions. Another set of ducks will go up and down
| Perfect: 3.000 | very quickly but slow off towards the end. If you aren't
\__________________/ fast enough to hit the ducks at the start of the screen,
you'll want get them at the complete top and bottom on the
left side as this is the best place to shoot them without worrying about their
aerial loops.
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2.10- Round 10 [A210]
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/ \ Our blimps are back and they are plentiful. The level
| Type: Balloons | starts us off with three blimps that start fast, but
| Amount: 17 | suddenly slow down. You'll get another set of blimps like
| Target: 12 | this later on, but you also get two sets of balloons. They
| Score: 300 | move about the place a lot more and you can't predict
| Perfect: 3.000 | where they'll go, so it is very important to hit all of
\__________________/ the blimps. You won't get eleven balloons, even getting
six of them will give you problems. They are too erratic
to predict while the blimps move along a straight line, albeit at changing
speeds.
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2.11- Round 11 [A211]
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/ \ Round 11 is another ball level, but this time it is more
| Type: Balls | straightforward with one set of pipes. The pipe starts at
| Amount: 16 | the right, bottom side of the screen and goes up. It forms
| Target: 12 | two S-like pipes before the ball falls out of the level.
| Score: 300 | You only need to find one sweet spot and I would suggest
| Perfect: 3.000 | the very start of the level if you think you're fast.
\__________________/ Otherwise you should aim for the second opening. It should
take about four seconds for the ball to reach it. Try and
get a feel for this timing. The level also contains a second pipe, the one with
the yellow orb at the top, which goes straight down. I don't like focusing on
this one as you only got one chance to see and shoot the balls. It is better to
just go for the ones in the long pipe.
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2.12- Round 12 [A212]
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/ \ You thought space was the last frontier? Think again! TV
| Type: Television | is. The level is set with a wall in the background that
| Amount: 14 | says Maybe. On the foreground you'll see televisions sets
| Target: 10 | going from right to left which say Yes and No. If they
| Score: 300 | say No, they are invulnerable. Otherwise you can see them.
| Perfect: 3.000 | In short: Yes means shoot! The first two televisions sets
\__________________/ start at the bottom of the screen, after which the ones
from the right start coming in. It is unpredictable which
television is going to change from Yes or No, but before they change, they show
a little bit 'snow' like a real television from the old days. Watch out for
this, because it is your sign to attack.
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2.13- Round 13 [A213]
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/ \ The ducks are back, but they aren't that challenging in
| Type: Ducks | this level. The ducks in this level combine high speed
| Amount: 15 | with the crazy movements from the previous ducks, but you
| Target: 10 | have learned how to stop those. Another upside is the low
| Score: 400 | number of ducks that appear on screen at the same time.
| Perfect: 4.000 | You'll be mostly shooting one duck at a time. If you shoot
\__________________/ every duck before it reaches the middle of the screen, you
can even relax a bit between shots. I even got a perfect
on my first try on this level, something I didn't manage to get since level 8.
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2.14- Round 14 [A214]
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/ \ In Round 14 we take on the balloons and blimps again, but
| Type: Balloons | this time they are a lot faster. The balloons also move
| Amount: 20 | from right to left this time instead of going upwards. At
| Target: 14 | the absolute top you'll mostly get the blimps, while the
| Score: 400 | lower parts are home to the balloons which still act aloof
| Perfect: 4.000 | if you miss so you are going to hate this level. The best
\__________________/ strategy is to keep your aim on the left side of the
screen where the balloons will slow down a bit. This gives
you a better chance of hitting. Only move to the middle/right of the screen to
hit the blimps which don't slow towards the end. They are a bigger target and
fly in a straight line so you can afford the risk. You can't take this risk on
the balloon because they might fly off-screen because of it.
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2.15- Round 15 [A215]
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/ \ The balls are back and even crazier this time. On the left
| Type: Balls | side of the screen you can see six receiver pipes which
| Amount: 16 | you need to guard. In total there are nine possible places
| Target: 11 | to hit the balls, but only on the left side will you be
| Score: 400 | able to hit all of them because only three of the six
| Perfect: 4.000 | pipes have a second opening. The three others start off
\__________________/ in a tube with a yellow cap on the top. That is why it is
better to ignore the three openings on the right side. The
level itself requires constant concentration as you can't predict where the
balls will appear and even seeing a ball on the right side, isn't a guarantee
that it will be the first ball that appears. Luckily there is always a second
or two between each ball. Position your phaser right at the start of each
receiver pipe and only move up and down. Like this you should have enough time
to hit all of the balls.
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2.16- Round 16 [A216]
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/ \ It is been a while, but I hope you haven't forgotten the
| Type: Spaceships | spaceships because otherwise this level is going to be
| Amount: 20 | difficult. The spaceships are a lot slower this time and
| Target: 15 | give you multiple chances to hit them, but they move all
| Score: 400 | over the screen now. They tend to swerve diagonally from
| Perfect: 4.000 | left to right and right to left, so you always need to
\__________________/ take those movements into account. Always aim a little bit
more to the left/right depending on the movement. Also
note these spaceships tend to move in groups. Any duo will always wait a bit
for a next group to appear if they are the first group. This means you will
often take on four or more ships at the same time. Watch out for the sign that
the shield is going to disappear - it getting smaller - to take your aim in
these cases.
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2.17- Round 17 [A217]
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/ \ Remember the last duck level? Round 13? Round 17 is very
| Type: Ducks | similar to Round 13 with very fast ducks doing fast tricks
| Amount: 20 | like circling to reach the end. This time you'll have to
| Target: 15 | take on multiple at the same time. Most of the ducks will
| Score: 500 | make their circling movement at the right side, while some
| Perfect: 5.000 | will wait to the middle. There is however one constant.
\__________________/ They will make a straight run to the finish after circling
which gives you an ideal moment to shoot them. Focus on
the left side of your television screen when it is easier to hit them. Aiming
for the circling movement isn't a good idea as some birds will clockwise and
others counter-clockwise.
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2.18- Round 18 [A218]
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/ \ Developer SEGA wasn't out of ideas yet when they reached
| Type: Balloons | Round 18. We get to take on the balloons again, but this
| Amount: 20 | time they appear on the left side on the screen and float
| Target: 15 | to the right. In the case of the blimps this involves
| Score: 500 | flying backwards. Apparently mirroring the blimps was too
| Perfect: 5.000 | difficult. To make matters even more fun, some balloons
\__________________/ will appear on the right of the screen. Due to this setup
the smart move is to take the balloons out in the middle
of the screen. This gives you the opportunity to hit balloons from both side.
Switching fast from one side to the other might cause you to miss, while
focusing on one side means you get a lot of time to see the balloons and blimps
coming from the other side, but gives you no time to react on the ones that
appear at your side.
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2.19- Round 19 [A219]
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/ \ Headache. That is my description for this ball level. The
| Type: Balls | pipes crawl from right to left while forming numerous
| Amount: 16 | turns. There are three paths through the level and each
| Target: 12 | contains multiple openings, but due to the structure you
| Score: 500 | can't easily see the path the balls are going to follow.
| Perfect: 5.000 | The key to beating this level is quickly learning the way
\__________________/ each pipe curves and trying to hit the balls on the left.
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2.20- Round 20 [A220]
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/ \ Round 20 brings us more televisions which appear from the
| Type: Television | bottom left and go up to form a circle clockwise. You'll
| Amount: 20 | have to wait until the appearance of four televisions for
| Target: 15 | the first one getting a Yes. They will be circling very
| Score: 500 | long so don't panic if you think it takes too long. Once
| Perfect: 5.000 | this first set has been taken out, a second set will pop
\__________________/ up, but this time the circle will be formed faster and two
televisions will go counterclockwise while the others will
go around clockwise. Three circles of four televisions will follow, randomly
switching between clockwise and counterclockwise circles. The idea for each
circle stays the same however. One television at a time will change to Yes and
they will only go off screen once all four have changed to Yes. As usual, watch
out for the scramble that shows a television is switching channel to chose the
right one. Compared to previous levels it shouldn't be too difficult. I got 19
right on my first attempt, and the one I missed was in the last set. You can
imagine that I didn't like that.
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2.21- Round 21 [A221]
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/ \ Another set of ducks brings us the next change in scoring.
| Type: Ducks | Starting on this level you'll earn a 1.000 points for a
| Amount: 32 | successful shot. That isn't bad. It won't be easy to earn
| Target: 25 | those points as they'll appear in groups of four-six at
| Score: 1.000 | the same time. A small group will start of with a circle
| Perfect: 10.000 | motion and then fly straight off to reach the end. The
\__________________/ majority will go up and down while going forward which
means you need to focus on the left part of the screen.
Let the acrobatic ducks do their tricks until they fly off in a straight line,
while searching for the right opportunity to knock out the others. Getting 25
ducks is a hefty challenge; as it only lets you miss one duck in every wave but
with fast reflexes.
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2.22- Round 22 [A222]
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/ \ More balloon! They just can't get enough of those darn.
| Type: Balloons | balloons. This time they won't move from right to left,
| Amount: 24 | but they'll go up and down like they did in the beginning.
| Target: 20 | Round 22 brings us a continuous stream of these balloons.
| Score: 1.000 | It seems difficult, but this level doesn't provide a real
| Perfect: 10.000 | challenge. The balloons are quite slow and make big
\__________________/ movements.
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2.23- Round 23 [A223]
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/ \ Any help on Round 23 is welcome as I can't finish this
| Type: Balls | level. My game crashes at the end of Round 22 and I can't
| Amount: 40 | get to Round 23 using Pro Action Replay Codes as this gets
| Target: 33 | me impossibly fast ducks. Thanks to the help of Adam I can
| Score: 1.000 | tell you the number and type of enemies, but can't give
| Perfect: 10.000 | concrete tips. As usual for balls levels it is best to
\__________________/ seek a spot where you can see and shoot the balls at the
same time. Don't try to make big movements. Good luck!
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2.24- Round 24 [A224]
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/ \ Round 24 looks very similar to Round 22, but with wider
| Type: Spaceships | motions. The ships start of at the bottom of the screen
| Amount: 20 | and will go from side to side while going upwards. This
| Target: 15 | means you get a long time to shoot them, so watch out for
| Score: 1.000 | their shield change. It also does wonders for the score as
| Perfect: 10.000 | you get 100.000 points for beating the game. Combined with
\__________________/ the 30.000 points for scoring on the last level, this can
cause your high score to skyrocket. Always fun.