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Teddy Boy
For Sega Master System
FAQ/Walkthrough
By Jungon
[email protected]
2009/04/24
Version 1.01
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Contents:
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Section . . . . . . . . . . Ctrl+F code
I- Intro. . . . . . . . . . . . [00001]
II- Story . . . . . . . . . . . [00002]
III- Basics . . . . . . . . . . [00003]
IV- Types of Puzzles. . . . . . [00004]
V- How do I read the FAQ? . . . [00005]
VI- Walkthrough . . . . . . . . [00006]
VII- Table. . . . . . . . . . . [00007]
VIII- FAQ . . . . . . . . . . . [00008]
IX- Cheats. . . . . . . . . . . [00009]
X- Copyright. . . . . . . . . . [00010]
XI- Credits . . . . . . . . . . [00011]
Version Updates:
1.01 (2014/04/23): Corrected enemies names and some english, added one more
general scoring strategy although getting more than 8 enemies in a row is
really a tough job.
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I- Intro [00001]
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Well, this is a walkthrough around the 50 rounds of Teddy Boy, I want to cover
scoring too, but not in an exact and precise way. So, if you want to score high
in this game, it can be useful.
And I happen to love labyrinths, even if they loop to the four sides.
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II- Story [00002]
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If you can come up with a story for this game, that means you are as crazy as I
am.
Teddy Boy was playing so much video games, one day he went to sleep and started
dreaming he was inside a video game. Flying snails, jumping lion heads, slugs
that fall, and the ninjas... oh, the ninjas! His mission is to get rid of his
nightmare.
This is not the official story, that's for sure. Who cares? It's a labyrinth
game, platformer and shooter, and better, a collecter. You have to collect the
enemies you shot, because then, you can stomp your worst nightmares! Mwahaha.
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III- Basics [00003]
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Well, how to play can always help. So, even if you already know how to play,
this section can prove useful by making you remember a command or two.
Teddy Boy's commands are simple.
Directional: You can move left or right, and change direction a lot during your
jumps if you want.
Button 1: Yes, your jumps. Teddy Boy's jumps go around 5 or 6 floor blocks high
and when you are falling, you can accelerate or de-accelerate your fall. This
ability is useful when you're collecting shrinked enemies in an infinite
looping hole.
Button 2: Your shots. most enemies shrink with only one, and glass walls can be
broken with three shots. Enemies are detailed later.
Fire on the floor: If you stand in the same place for more than 6 to 8 seconds,
three blocks right under you will be set on fire, which will make them
disappear. You will fall if you don't get out of there. You can keep falling,
and waiting, and falling again in a new hole, until you're loop-falling
forever. But that won't help you get a good score =P Oh, you can turn the fire
off at the options screen, covered later.
Collecting: After you kill an enemy, it will shrink into a little ball or just
a little version of itself (but really, ninjas become balls). If you collect
more than one in a short period of time, you'll get more score points. Eight of
them would be the best you can do, it's worth around 40.000 points. I'm pretty
sure there are ways to go over eight and get nine, ten, eleven, or even more,
as I once got 1.000.000 points from a single Imorin, then realized that it was
the tenth in a big sequence, luckily I was recording that game and could figure
it out. Did it in Round 12.
Dying: If you touch any enemy, you're dead. You have three lives at the start,
and can earn two more on 100.000 and 400.000 points. Take care of these few
lives, be careful not to die all the time from little mistakes. When restarting
the round after losing one life, shrinked enemies will be back to normal, and
the ones you collected will be gone forever.
Time: You start each round with six bars of different colors representing time.
Each of these bars is 16 seconds long. And it can be shrinked quicker, if you
let little enemies wandering around. They become black evil ball-birds who eat
your time, about 2 seconds each. Time is worth score at the end of every round,
and it can vary from 100 to 20.000 points.
Dice: Rounds have dice, and enemies will come out from them, in an order. The
number dice show means the amount of enemies inside. Some enemies come out one
by one, and others come all out at once. Shooting dice will not destroy it, in
any way. Except for the bonus round, covered right now:
Bonus Round: After four rounds, starting on Round 2, you'll be transported to a
Bonus Round, which will grant you much more points. Dice in this round will be
destroyed in one shot, opening an item you don't have to get. It goes as this:
Points you get with each item: one. . . two. . . consecutive
Dice 1: pack of cigarettes . . 200. . . 400. . . 1.000
Dice 2: beer . . . . . . . . . 400. . . 800. . . 2.000
Dice 3: red sneakers . . . . . 1.000. . 2.000. . 5.000
Dice 4: blue sneakers. . . . . 2.000. . 4.000. . 10.000
Dice 5: teddy bear . . . . . . 5.000. . 10.000 . 20.000
Dice 6: teddy dinosaur . . . . 10.000 . 20.000 . 50.000
Some dice can get you trouble too, like Denden (covered in enemies section
later) and ball birds that you eat your time, and Bonus Round time is much
faster, each time bar represents 8 seconds, and birds eat 20 seconds each.
Denden is worth incredible 120 points if you touch him.
Max Points: In any Bonus Round, if you're able to open all twelve items while
opening no enemies at all, birds or dendens, you'll receive 1.000.000 points at
once.
That covers basics.
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IV- Enemies [00004]
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In the world of Teddy Boy, you will encounter these seven shootable enemies,
and one that is consequence of time:
Blue Masked Monster (Ninja): Blue guy, your size, just walk left or right and
jump whenever it hits a wall. Can switch direction quickly.
Dharman: Red guy, usually come in groups of four, jump left or right all the
time, and switch direction only when it hits a wall. Once in a while they jump
higher.
Denden: The snails are slow, can walk left or right, and then they start flying
slowly in any direction they want, for a short period of time. Shooting their
shell makes them invincible for a short period.
Oshishi: Black alligator heads, these guys are your worst enemy, they can jump
left or right at random heights, at random speed, and switch direction a lot.
You can only predict their air movement after they jump, IF they don't hit
anything in the process and change it all again.
Imorin: Green guy that walks slowly to left or right, or up and down, when it
starts walking over the walls or even the ceiling. Watch out as it jumps
ceiling-to-floor in attempts to kill you. This makes them the only group of
enemies that is actually trying to kill you, for when they reach the floor
after falling, they'll go in YOUR direction, be careful.
Pyon: High jumping grasshoppers, come in groups of four like their friends red
balls, can jump high and go left or right at normal pace. They hardly change
direction, it's only when they hit a wall, and jump once more against it
helplessly.
Slow Mover (Cushion): Yellow glove-or-cushion-like guy, it has more endurance
than other enemies, to defeat it, shoot 8 times, quickly, or it'll slowly
recover. These guys walk left or right slowly, jump when reaching walls, and
change direction randomly. When 2 or more of them group going in your
direction, just escape away.
Eyeball Bug: black little guy that is a result of a shrinked enemy that waited
too long to be captured. They eat time. Your time.
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V- How do I read the FAQ? [00005]
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As your objective is always to clean each round from all its enemies, your
objective is not listed in every round.
Theme: the labyrinth pattern.
BG: Background color.
Dice order: they will come out at this exact order.
Difficulty: from 1 to 6 asterisks, 1 is easiest, 6 is hardest. I went with 1 to
6 because I wanted to follow the dice pattern here.
Strategy: a strategy you can follow.
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VI- Walkthrough [00006]
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--------
Round 1:
--------
Theme: Some platforms and glasses near the edges. One close tunnel.
BG: Blue.
Dice order:
4 ninja
4 ninja
4 ninja
4 ninja
Difficulty: *
Strategy: Any, but if you want a good score, there is a simple way to grab all
little enemies in two groups of 8: go down until you reach the tunnel, where
ceiling is 3 blocks near you and where all enemies go from time. Wait for them
at the non-glass side, and shoot everyone that gets near you. Their little
versions will fall in the same place, and after all 8 enemies are there,
helpless, you grab all of them. For the second group, you don't need to wait,
just shoot all of them and grab everything. Around 82.000. If the floor fires
down, give a step to the front.
--------
Round 2:
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Theme: Few platforms and a big ladder.
BG: Light blue.
Dice order:
4 dharman
6 ninja
4 dharman
6 denden
Difficulty: **
Strategy: Start by shooting the dharmans, they'll fall mostly on the same
place, and some little ninjas will join them in the process. The second dharman
group is easier to destroy if you're inside the tunnel, wait just a little and
they'll go there. For the dendens, I don't have a good strategy for score yet.
--------
Round 3:
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Theme: A big place closed by four glasses.
BG: Red.
Dice order:
1 ninja
6 oshishi
1 ninja
3 oshishi
Difficulty: ***
Strategy: First, deal with these two ninjas. Oshishis are naturally hard, so
you don't want to deal with much different enemies at once. When you're facing
8 oshishis, try to shoot them from inside, from two windows, and don't open
both sides if you don't want a back stab.
--------
Round 4:
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Theme: Zigzag way up or down.
BG: Light green.
Dice order:
4 dharman
6 imorin
6 imorin
4 dharman
Difficulty: *
Strategy: First defeat this dharman group, and gather the remains after the
first group of imorins reach it, making it 8. Then, go for the 3 block high
tunnel to shoot the second group of imorins. You can mix them with the last
group of dharmans. Just go up. Going down will make the round longer, believe
me.
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Round 5:
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Theme: A turtle made of blocks and glass.
BG: Dark green.
Dice order:
1 dharman
6 ninja
4 dharman
6 denden
Difficulty: **
Strategy: Open your way out to left and try to shoot all ninjas from there.
They usually group in little balls right in front of the turtle's head, and
when you get them, quickly break the ice to make this dharman group yours too.
dharmans jump 2 blocks high, they're easier to shoot from this height. After
defeating all dharmans, you'll be inside the turtle, continue breaking right
and fall right on denden's right, and start shooting them. If you hit a shell,
wait until it stops hiding.
--------
Round 6:
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Theme: Some platforms and ladders.
BG: Magenta.
Dice order:
6 oshishi
6 ninja
4 dharman
6 ninja
4 pyon
Difficulty: ***
Strategy: Start by going away from the oshishis, but go down and make a way to
meet them again, from the right, if you can shoot everyone now, great. Ninjas
use passages to jump down to the biggest space, so don't stand in the middle.
Pyons and dharmans should be your last targets, as they usually can be shoot to
an 8 little balls group. It's a little rare even for me to do that, but it's
possible.
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Round 7:
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Theme: A pig face.
BG: Orange.
Dice order:
4 imorin
4 ninja
4 dharman
4 pyon
4 dharman
Difficulty: **
Strategy: When the round start, fall right, 1 block lower to shoot the imorins,
2 or 3 will be fine, and when the last one is out, jump left to do the same
thing with the ninja dice. Defeat all of these enemies and go down, at least
six of them let their remains there. The 8 enemies now should be the trapped
pyons and dharmans, find a good height on the right where you can shoot inside
to then get all of them in one entering. Last dharmans shouldn't be any
problem.
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Round 8:
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Theme: Imorins made of blocks and glass.
BG: Green.
Dice order:
4 dharman
4 ninja
4 denden
4 imorin
Difficulty: **
Strategy: First go for the free enemies, attacking them from the right, then
the caged ones, shoot these from left, in a platform you don't need to jump all
the time.
--------
Round 9:
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Theme: Platforms forming four floors and no glass.
BG: Dark blue.
Dice order:
4 pyon
4 dharman
6 ninja
6 denden
Difficulty: **
Strategy: Start by falling right, and jump shooting when pyons and dharmans
go to your floor. Eventually, some ninjas will be falling right in front of
you, and you can get them all at once, but usually, just half of them go right,
and the other half climbs to join that denden army. When you feel there are
more dendens than ninjas, enter their hideout and shoot everyone you see.
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Round 10:
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Theme: Some platforms with glass walls as obstacle.
BG: Salmon.
Dice order:
6 oshishi
1 denden
5 cushion
6 ninja
Difficulty: ***
Strategy: Shoot the oshishis, quickly, try not to break this fence between you
and them unless they're all little. Ninjas are easy when walking, and cushions
just need a little more hits. And the denden eventually will go to your floor
too. Jumping to cushions' floor right after defeating oshishis is a good way to
go.
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Round 11:
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Theme: A submarine.
BG: Blue.
Dice order:
4 pyon
6 cushion
4 pyon
4 pyon
Difficulty: **
Strategy: Keep up in your shelter but with both doors open, prefer to shoot the
side where pyons are jumping, and where cushions aren't grouping. After
defeating everyone, the last 8 pyons will be inside the submarine, waiting to
be shot from whatever side you feel like entering.
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Round 12:
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Theme: A closed place with many glasses and very few blocks.
BG: Magenta.
Dice order:
4 dharman
4 dharman
5 oshishi
5 imorin
Difficulty: ***
Strategy: See, your starting position isn't good. You have to go one floor up
and hide at the left, so enemies will come to you, all of them, except imorins
that will be circling the main structure, just shoot them before they spread
around.
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Round 13:
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Theme: Ladders and some glasses.
BG: Brown.
Dice order:
4 dharman
4 dharman
3 ninja
6 ninja
Difficulty: **
Strategy: It's hard to find a good defensive position at this round, but you
don't really need one, first deal with dharmans, get a good position to shoot
them in their high-jump moment. And ninjas will simply be easy targets.
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Round 14:
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Theme: Glasses and platforms forming little square cages.
BG: Dark red.
Dice order:
4 ninja
4 dharman
4 pyon
4 oshishi
Difficulty: *
Strategy: One cage at a time. Dharmans, ninjas, and try to get oshishis and
pyons all in one big group, from left. At least 6 you can group easily.
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Round 15:
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Theme: A whale.
BG: Teal.
Dice order:
4 ninja
4 dharman
3 denden
6 oshishi
6 oshishi
Difficulty: ****
Strategy: First deal with ninjas and dharmans, try to wait a little so they
enter your little cave and you gather them to a group of 8 little balls. When
you get this group, run outside and hide in one of the sides of whale's water
hole. oshishis are much easier to shoot from there, and they'll usually group 5
to 5. Dendens are the last ones.
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Round 16:
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Theme: Some zigzags and a vertical tunnel, round is mostly made of glass.
BG: Yellow.
Dice order:
6 denden
6 imorin
4 dharman
4 dharman
Difficulty: ***
Strategy: Make your way to the right in stand in front of the infinite hole.
Dendens eventually fly at your height, and imorins fall forever, waiting for
your shots. Dharmans at the end will jump in the space, going down, and you
just need to shoot them. Try not to forget the little balls, sometimes they can
make you lose one up because of time over.
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Round 17:
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Theme: A big prison and a corridor.
BG: Darker blue.
Dice order:
4 oshishi
6 cushion
4 ninja
4 pyon
Difficulty: ****
Strategy: You can try opening a hole to wait enemies, but cushions can group in
your direction, or you can try making a way down, so you can deal with oshishis
first. Ninjas won't be really a problem, unless they group in a way you need to
jump inside where they are. Pyons just aren't in their natural habitat.
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Round 18:
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Theme: Cages, without corridors.
BG: Dark red.
Dice order:
4 dharman
4 dharman
4 ninja
6 ninja
4 oshishi
Difficulty: ***
Strategy: Go down to where the dharmans are, they're easier to shoot from 2
blocks high, remember? Ninjas will go one by one in your direction, and
oshishis can be shot from the window. Never enter a room full of oshishis.
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Round 19:
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Theme: A big snail - denden.
BG: Green.
Dice order:
6 ninja
4 dharman
4 ninja
4 denden
4 oshishi
Difficulty: ****
Strategy: Inside the big snail's shell are your first enemies, the ninjas. Then
you can go to the dharmans inside the eye, and then dendens. All the 8
remaining enemies will be inside the body, try to enter from the left for a
safer approach.
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Round 20:
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Theme: Platforms and some glasses that help go up.
BG: Dark yellow.
Dice order:
6 ninja
6 imorin
6 cushion
6 ninja
Difficulty: ***
Strategy: Wait under any dice, shooting everyone that go near you. But don't do
it for the imorins dice, of course. Ninjas and cushions are easy targets on
flat terrains.
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Round 21:
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Theme: Zigzagging vertical tunnels.
BG: Magenta.
Dice order:
4 dharman
6 oshishi
6 imorin
4 dharman
Difficulty: *****
Strategy: This is a hard round. For dharmans, you can try to wait for them in
one of the laterals, but never pursuit them down. Oshishis aren't that much of
a problem when you can shoot them standing still. And imorins are easy if you
have a window to view them and shoot them.
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Round 22:
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Theme: Vertical tunnels with walls made of glass.
BG: Dark orange.
Dice order:
6 imorin
2 cushion
4 pyon
4 dharman
Difficulty: *****
Strategy: More difficulty. Dig a cave for the start. You can wait for the
imorin rain if you know how to deal with it. After cushions start coming out,
you need to focus on finding a floor you can shoot them easier, which would be
at the longest horizontal platforms under you when the round start. Dharmans
are very easy to deal with from the other vertical tunnel.
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Round 23:
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Theme: A big alligator - oshishi.
BG: Water green.
Dice order:
6 oshishi
4 pyon
4 ninja
4 pyon
6 ninja
Difficulty: ****
Strategy: Remember what I said to you? Don't stand in a room where oshishis are
jumping around. Find a shelter and quick. You can find shelters inside their
party and shoot everyone right from the start. As for pyons and ninjas out
there, just find a good window from inside the big alligator place.
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Round 24:
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Theme: Potions made mostly of glass.
BG: Teal.
Dice order:
4 dharman
4 dharman
4 pyon
6 imorin
2 oshishi
5 oshishi
Difficulty: ***
Strategy: Dig a cave, quick! When the dharmans fall, shoot them and gather 8
of them at once. Try to make your way to the other "potion" and dig a cave the
same way, but if oshishis are too dangerous, shoot them first.
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Round 25:
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Theme: Cages with different shapes.
BG: Dark red.
Dice order:
6 oshishi
4 pyon
4 dharman
4 ninja
Difficulty: *
Strategy: Follow your path dealing with each enemy in their cages.
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Round 26:
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Theme: Open place, with one platform to cover from the rain of enemies.
BG: Gray.
Dice order:
5 ninja
4 cushion
4 oshishi
4 pyon
4 pyon
Difficulty: ***
Strategy: Before searching for any protection, try to get rid of some cushions.
When oshishis start coming at you, go to the "umbrella" platform, get under it,
and shoot the enemies you can. Ninjas and oshishis will all go down, and pyons
aren't really a threat in an open space like this. Unless you're careless while
shooting them.
---------
Round 27:
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Theme: Symbols for men and women, glass on the sides.
BG: Blue.
Dice order:
4 ninja
2 ninja
6 ninja
4 dharman
4 dharman
4 dharman
Difficulty: **
Strategy: Find good positions to shoot inside where enemies gather. Dharmans
outside the symbols won't be much harder when you have so much places to hide
and shoot them. This round is great to make a good score.
---------
Round 28:
---------
Theme: A pentagram.
BG: Yellow.
Dice order:
6 ninja
1 dharman
1 dharman
6 denden
4 dharman
Difficulty: ***
Strategy: Go up, dealing with ninjas in the way, and then dendens, and finally
find a safe entrance to the four dharmans from the start. Actually they fall
out from the bottom hole, open it during the denden fight.
---------
Round 29:
---------
Theme: Two floors.
BG: Purple.
Dice order:
4 pyon
4 pyon
4 dharman
4 dharman
4 pyon
Difficulty: **
Strategy: You can find many spots here to shoot enemies from, just don't fall
on them when you're changing from floor to floor.
---------
Round 30:
---------
Theme: A cow.
BG: Green.
Dice order:
6 ninja
6 oshishi
4 cushion
5 imorin
3 oshishi
Difficulty: *****
Strategy: This is a terrible round to lose a life. If you do lose a life in the
middle of the process, run away from your initial position, if you don't want
to be eaten by cushions and imorins. Oshishis can be deadly when wandering, but
the first six will be stuck and the last three will be ... alone, most
probably.
---------
Round 31:
---------
Theme: Only short platforms that enemies use to fall to left.
BG: Teal.
Dice order:
6 ninja
6 ninja
6 ninja
6 ninja
Difficulty: ****
Strategy: Tricky round. Try to be on the same floor ninjas are coming out, and
shoot everyone, quick, but be careful when they start falling left, or even
worse, when they're falling right, as the floor up is hard to remember.
---------
Round 32:
---------
Theme: A pot and some platforms.
BG: Blue.
Dice order:
4 pyon
4 imorin
4 denden
4 imorin
4 pyon
Difficulty: ***
Strategy: The tunnels under the pot are best places to shelter, the pot is a
dangerous place to be. Pyons and imorins will be easy targets from there, and
dendens are close, because of their dice position.
---------
Round 33:
---------
Theme: Two big losangle spaces separated by glass, one has floor on the bottom.
BG: Red.
Dice order:
4 pyon
6 imorin
6 oshishi
Difficulty: **
Strategy: Only start moving after pyons jump out the dice right under you. Ok,
then go for a side and deal with them, and then imorins and oshishis.
---------
Round 34:
---------
Theme: Little cages.
BG: Blue.
Dice order:
3 oshishi
3 pyon
4 ninja
4 pyon
4 dharman
Difficulty: ******
Strategy: This is really hard, if you don't open the cages before the
respective enemies come out. If oshishis and pyons are in your way, shoot them
but don't grab the little balls until you have done your job with cages.
---------
Round 35:
---------
Theme: Ladder floor forming big horizontal losangles.
BG: Wine red.
Dice order:
4 pyon
6 denden
6 cushion
4 dharman
Difficulty: ***
Strategy: A good place to fight cushions is one block below them. Pyons and
dendens are your first enemies, though. Shoot left and right insanely at the
start. Dharmans alone will be easy targets.
---------
Round 36:
---------
Theme: High ladders in vertical tunnels, enemies fall to right.
BG: Blue.
Dice order:
4 dharman
4 pyon
6 imorin
6 ninja
Difficulty: ***
Strategy: This is hard if you wait at the wrong spot. But if enemies are
falling to you, try to hit them right after they reach your floor. Pyons will
be able to reach you from behind sometimes, so watch out. Imorins will probably
lose themselves in infinite falls.
---------
Round 37:
---------
Theme: Cages made of glass.
BG: Teal.
Dice order:
6 oshishi
6 cushion
6 imorin
4 dharman
Difficulty: **
Strategy: Start breaking through the glass to right, oshishis are easy targets
there. Then start thinking about cushions, but don't get too near them. Imorins
don't have good roofs to walk, and dharmans will probably jump hitting the
roof, it's funny.
---------
Round 38:
---------
Theme: Little platforms and a big ladder, open on a side.
BG: Pink.
Dice order:
4 dharman
4 cushion
4 dharman
6 ninja
6 dharman
Difficulty: **
Strategy: Cushions are problems on stairs, so go to a better terrain to fight
them. Ninjas are sneaky, but not enough, and dharmans have many ways to stuck
themselves here, even the group of 6, which you can use for good scoring.
---------
Round 39:
---------
Theme: Two vertical tunnels separated by glass.
BG: Olive.
Dice order:
5 denden
3 imorin
4 oshishi
5 imorin
4 oshishi
Difficulty: ***
Strategy: Dendens will go up and you can shoot them from one of the floors...
well, tunnels are good to fight against imorins, but oshishis can take longer
time to shoot from there, but it's your best shelter. It's a defensive round,
somehow.
---------
Round 40:
---------
Theme: Cages, all made by glass.
BG: Magenta.
Dice order:
4 dharman
4 oshishi
4 pyon
4 dharman
Difficulty: *
Strategy: Too easy. You can even try to shoot one cage after another and link
the gathering, so you can get two groups of 8 little balls again.
---------
Round 41:
---------
Theme: All glass, forming floors.
BG: Dark blue.
Dice order:
4 pyon
4 dharman
2 cushion
4 dharman
Difficulty: ***
Strategy: Dig your tunnel and wait for the enemies. It's annoying when you have
to collect them under the glass, it looks so slippery here.
---------
Round 42:
---------
Theme: Hills made of glass and few platforms.
BG: Green.
Dice order:
6 pyon
6 pyon
6 pyon
6 pyon
All pyons on this round come out one by one.
Difficulty: ******
Strategy: Second hardest round, in my opinion. This is the perfect pattern of
floors to maximize pain when fighting pyons. The pyons have ways of changing
floors, and surprising you from every side, and staying in a tunnel will prove
hard too because it's a lucky shot the way they jump. Your best bet is to be in
a lower floor, break one glass, and stay there, waiting for them to start
making sense more logically.
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Round 43:
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Theme: Paralelograms made of glass, mostly.
BG: Light blue.
Dice order:
6 ninja
4 oshishi
4 cushion
6 imorin
Difficulty: **
Strategy: It's hard to form good groups of enemies for collecting, but it's
very easy to defeat them from the side, any one you prefer.
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Round 44:
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Theme: A big remote controlled car made of blocks and glass.
BG: Red.
Dice order:
4 oshishi
1 dharman
6 ninja
4 oshishi
4 dharman
Difficulty: ****
Strategy: Start by hiding in the left corner, to defeat this one dharman that
starts stuck with you. Then, shoot from the right window to kill enemies out
there, and open the oshishi's cage last.
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Round 45:
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Theme: Big cages made of glass and few platform.
BG: Dark green.
Dice order:
6 ninja
6 denden
6 denden
4 oshishi
4 oshishi
6 ninja
Difficulty: *****
Strategy: A dangerous place to be. If you start going down to meet the dendens,
oshishis will be spreading around later, but going up is even harder, because
enemies have this addiction of jumping onto your head. So, go down for a better
approach of ninjas and dendens.
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Round 46:
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Theme: A hole outside and a cage in the middle.
BG: Dark orange.
Dice order:
6 imorin
4 ninja
4 ninja
6 oshishi
4 pyon
Difficulty: **
Strategy: Stay there, dig a cave, and wait for all enemies to fall near you,
which will be quick, and be careful while shooting imorins, they're invincible
while rolling in the air. After the outside enemies, make a higher cave and
confront these oshishis from there, and then the pyons will show up, already
in checkmate.
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Round 47:
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Theme: Potion and inverted potion.
BG: Darker red.
Dice order:
6 imorin
6 pyon
6 cushion
6 pyon
6 imorin
All pyons on this round come out one by one.
Difficulty: ****
Strategy: Start by going down and fighting imorins first, and then go back for
the pyons. Cushions are easy to fight right aside their dice, and the last
pyons will escape and start a pandemonium, but there is room for sheltering
around.
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Round 48:
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Theme: The number 4920 made of blocks and glass.
BG: Indigo.
Dice order:
4 pyon
4 dharman
6 oshishi
4 dharman
4 pyon
Difficulty: ******
Strategy: For the hardest round of Teddy Boy, you should be right over these
big numbers. Some enemies will get stuck in their start points but you can
figure out how to deal with them later, as pyons are dangerous jumping from
nowhere into you sometimes.
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Round 49:
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Theme: Floor and no place to hide from the enemies rain.
BG: Darker blue.
Dice order:
6 ninja
6 ninja
3 cushion
6 ninja
3 cushion
Difficulty: ****
Strategy: Watch out below you where they'll vertically fall and fight back.
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Round 50:
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Theme: The words for SEGA made of blocks and glass. Tribute to Flicky, another
Sega game, released first in 1984.
BG: Light green.
Dice order:
4 dharman
3 pyon
2 oshishi
5 imorin
6 cushion
1 ninja
Difficulty: ****
Strategy: The last stage, all open and enemies falling and jumping everywhere.
Start by protectng yourself and shooting these dharmans and oshishis, pyons,
and when imorins are all out cushions will come, let them to be the last ones,
deal with imorins and the final ninja first. Cushions are trapped, so you can
shoot some of them from outside and the others will not be hard when they're
playing around.
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VII- Table [00007]
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Ninja . Dharman . Denden . Oshishi . Imorin . Pyon . Cushion . Total
1 x16 16
2 x6 x8 x6 20
3 x2 x9 11
4 x8 x12 20
5 x6 x5 x6 17
6 x12 x4 x6 x4 26
7 x4 x8 x4 x4 20
8 x4 x4 x4 x4 16
9 x6 x4 x6 x4 20
10 x6 x1 x6 x5 18
11 x12 x6 18
12 x8 x5 x5 18
13 x9 x8 17
14 x4 x4 x4 x4 16
15 x4 x4 x3 x12 23
16 x8 x6 x6 20
17 x4 x4 x4 x6 18
18 x10 x8 x4 22
19 x10 x4 x4 x4 22
20 x12 x6 x6 24
21 x8 x6 x6 20
22 x4 x6 x4 x2 16
23 x10 x6 x8 24
24 x8 x7 x6 x4 25
25 x4 x4 x6 x4 18
Ninja . Dharman . Denden . Oshishi . Imorin . Pyon . Cushion . Total
26 x5 x4 x8 x4 21
27 x12 x12 24
28 x6 x6 x6 18
29 x8 x12 20
30 x6 x9 x5 x4 24
31 x24 24
32 x4 x8 x8 20
33 x6 x6 x4 16
34 x4 x4 x3 x7 18
35 x4 x6 x4 x6 20
36 x6 x4 x6 x4 20
37 x4 x6 x6 x6 22
38 x6 x14 x4 24
39 x5 x8 x8 21
40 x8 x4 x4 16
41 x8 x4 x2 14
42 x24 24
43 x6 x4 x6 x4 20
44 x6 x5 x8 19
45 x12 x12 x8 32
46 x8 x6 x6 x4 24
47 x12 x12 x6 30
48 x8 x6 x8 22
49 x18 x6 24
50 x1 x4 x2 x5 x3 x6 21
Ninja . Dharman . Denden . Oshishi . Imorin . Pyon . Cushion . Total
All 249 198 63 153 129 158 73 1023
In this number of rounds:
33 31 12 26 20 24 15
Average number of enemies per round in their rounds:
7,545 6,387 5,25 5,885 6,45 6,583 4,867
Average number of enemies per round in the entire game:
4,98 3,96 1,26 3,06 2,58 3,16 1,46
Concluding, you'll only fight around 5 ninjas, 4 dharmans, 1 denden, 3
oshishis, 3 imorins, 3 pyons, and 2 cushion in each round. The theme defines
each round and your chances with every enemy, there is not really a harder
enemy, or an easier. Rounds with 32 enemies can be easier than round of 11 of
them, the field is more important in this case (well, 24 ninjas are easier than
9 oshishis jumping around, but you see the point).
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VIII- FAQ [00008]
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Q- How do I pass Round <insert number>?
A- defeating all enemies around and collecting their little versions, within
enough time =P
Q- What happens after Round 50?
A- Round 51 comes, but there is the Bonus Round between them. Round 51 is
exactly like Round 1, 52 like 2, and so on.
Q- What if I break all the glass in Round 40 or 41?
A- Well, it's infinite fall for you, buddy.
Q- Can I shoot more than 3 shots at once?
A- No, the game restricts itself to not let more than that be on screen.
Q- Pyon? Oshishi? Blue Masked Monster?? Where did you get these names?
A- They're official, the game manual had them and I found sprites of each enemy
at SMSPower.org..
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IX- Cheats [00009]
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If you press Up, Down, Left, Right during Title Screen, you'll be transported
to options screen. Options are:
Continue: if you died your last life, you'll be back to title screen, and just
starting the game will make you start on Round 1, but if you continue, you'll
start on the same round you were, but all enemies will be alive again.
Fire: yes or no, if you say no to fire, you won't open holes standing still.
In my personal opinion, this can be good or bad, depends a lot on the situation
and on the enemies. I prefer to play without the fire, because I like to stand
still. But falling in a small cage full of ninjas is terribly hard. You can
open this cage from the side and shoot everyone from safety with fire.
One Player: saying no to one player, makes the game a two players game. Player
2 is moved by the second joystick.
Round: by pressing Up, Down 9 times and button 1 during options screen, you can
reveal this secret option (if you miss this command, the game will start by
pressing button 1, with whatever were selected)... you can start in any round
from 1 to 50. That is actually good for scoring, because starting on round 49
or 50 will cause you to play 51, 52, 53, etc, with some points already scored.
I really don't suggest Round 48 for that...
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X- Copyright [00010]
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This document should not be used in any way to earn money. It's for personal
use only. If you wish to use this document on your site, ask me first, and tell
me where it's going to be.
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XI- Credits [00011]
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Well, the game designers, gameFAQs for hosting it, and my parents =P
Copyright 2009 by Jungon
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