Super Smash TV FAQ/Walkthrough
Copyrighted by Acclaim 1991
Written By: Brian P. Sulpher
E-Mail:
[email protected]
Version 3.0
I dedicate this to Chris Dobec. You introduced me to the Smash TV world on
NES, and I have always enjoyed the games we played. I hope we can sit down
sometime and rehash some new memories.
Also, for Cougar. I miss you, and I hope you are living it up in the
afterlife as you did in this world. You will always be in my memories, and
you will never be forgotten.
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Version 1.0
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-Submitted guide on August 16th, 2002
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Version 2.0
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-Submitted guide on January 25th, 2004
-Altered format
-Altered content slightly to make it easier on the eyes and more
comprehensive
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Version 2.5
-----------
-Submitted guide on October 21st, 2004
-Altered format to make it easier on the eyes and to better organize it
-Corrected a few small errors within the body of the 3 Arenas
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Version 2.6
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-Submitted guide on March 11th, 2005
-I added in Honestgamers as a site allowed to use my FAQs
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Version 2.7
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-Submitted guide on January 31st, 2006
-I added in Retronintendo as a site allowed to use my FAQs
-Altered some format in a few areas
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Version 2.7
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-Submitted guide on December 1st, 2016
-Updated Controls section to reflect a two controller approach to playing
-Updated weapons and items information to be more accurate
-Updated Boss fights to be mroe accurate
-Updated some small errors and informational pieces throughout the FAQ
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-------------------------------Table of Contents----------------------------
----------------------------------------------------------------------------
1) Introduction
2) Controls
3) Enemies
4) Items
5) Weapons
6) Menu Options
7) Arena 1
8) Arena 2
9) Arena 3
10)Secret Rooms
11)Pleasure Dome
12)Codes And Tricks
13)Final Word
----------------------------------------------------------------------------
--------------------------------Introduction--------------------------------
----------------------------------------------------------------------------
1) The Year is 1999. Television has adapted to the more violent nature of
man.
The most popular form of television remains the game show.
One show in particular has dominated the ratings. That show is Smash TV.
The most violent game show of all time.
Two lucky contestants compete for cash and prizes. Each contestant is
armed with an assortment of powerful weapons, and sent into a closed
arena.
The action takes place in front of a studio audience, and is broadcast
live via satellite around the world.
Be prepared.
The future is now.
You are the next lucky contestant!
With these words guiding you into the game, you are now in for the fight
of your life as you face many diabolical creations. From foot grunts
all the way to the demented bosses, you will need to be fast, cunning,
lucky, and a little crazy to succeed. Did I also mention you are going
to be collecting cash, silver, gold, and amazing prices in the process?
You do go in with some assistance however, and you should seek out the
power-ups that litter the killing floo...err...the Arena. You will face
an awesome challenge, but never fear, this guide will have all the good
to help you get to the end to face the Mystery Boss!
----------------------------------------------------------------------------
-----------------------------------Controls---------------------------------
----------------------------------------------------------------------------
2) This section will review the controls of the game, and give you the
abilities to not only survive, but easily win more money than your
opposition (2 player game only).
D-Pad..............: Moves your character in direction pressed. Also
selects menu options at the beginning of the game.
SELECT.............: No apparent use.
START..............: Starts game. Pauses/unpauses game.
Y Button...........: Shoots directly North.
X Button...........: Shoots directly West.
B Button...........: Shoots directly South.
A Button...........: Shoots directly East.
Y Button + X Button: Shoots Northwest.
X Button + B Button: Shoots Southwest.
B Button + A Button: Shoots Southeast.
A Button + Y Button: Shoots Northeast.
Alternatively, you can use two controllers to control your character. D-Pad
on Controller One is for movement, D=Pad on Controller Two is to aim your
shots (ie press Up-Right to shoort Northeast, Up-Left to shoot Northwest,
etc.). This is mroe in line with how the Arcade game played, and if you can
adjust to this style, it may well prove to be a more accurate way to play!
----------------------------------------------------------------------------
------------------------------------Enemies---------------------------------
----------------------------------------------------------------------------
3) This section will look at each type of enemy you will face in this tough
fight to survive, and win the cash.
o-------------o
| Foot Grunts |
o-------------o
They appear in very first room. They have no projectiles, move slowly, and
are very predictable in their movements. These guys use no finesse, and try
to mob you with superior numbers. Just keep moving and shooting, and these
fellas will never really trouble you (provided they do not have any
back-up). One shot of any gun will destroy them, as well as protective
items (see section 4). Purple shirted Grunts move much faster than the more
common (and sluggish) Green shirted Grunts.
o--------------o
| Mr. Shrapnel |
o--------------o
A red coloured rolling mine. These guys will roll around the room (usually
on the outskirts), and after a designated amount of time, they will shake,
and then blow up sending sharp pieces of metal out in a circle surrounding
ground zero. Multiple shots to destroy (except Rockets, which do it in one
shot). Also, Force Fields destroy them on contact.
o------------------o
| Stationary Mines |
o------------------o
These are already in a room when you enter, and do not move as the name
suggests. They can not be destroyed, except when stepped upon (which will
kill your dude). These are not too bad, but in a tight situation these are
deadly because they are easily triggered while sprinting away from droves of
chasing enemies.
o-----------o
| Red Swirl |
o-----------o
These little baddies can be exceptionally evil to deal with. They often will
appear in a room, right near the start (trying to catch you off guard), and
they do not die easily. There power is their fast mobility, but are
relatively weak. The trick is to shoot the one part that will cause the
rest of it to dissipate. However, that can take one shot, two shots, or
more than ten to accomplish! A dangerous opponent, especially when combined
with some cover from other enemies (they can pass right through their allies
while using said allies as cover from your fire). Vulnerable to the Force
Field Power-Up, plow right through them when you have it.
o-------o
| Tanks |
o-------o
These rolling cannons move about freely in the arena, and fire volleys of
five bullets at a time. Very tough armor, so they take multiple shots to
destroy, except for the Rockets (as explained later). They can show up in
groups as large as three at one time. Vulnerably to Force Field.
o--------------o
| Wall Snipers |
o--------------o
Shoots volleys of five bullets at a time, and they start right in the room
immediately. Only found in designated rooms, they will not appear once
they are taken down. These tough guys take multiple shots no matter what
weapon is used (Rockets are the fastest way). Not vulnerable to protective
items, so you better shoot them at every opportunity to remove them as fast
as possible.
o------o
| Orbs |
o------o
These customers enter the arena in multiple numbers, and try to slice and
dice your character with a laser grid. Multiple shots required (except for
Rockets), and Protective items also work.
o------o
| Film |
o------o
These are flying canisters of film can be a real pain. They fly in groups
of up to 5, and take multiple shots to destroy (Rockets excepted of course).
Usually only show up in small numbers, and will often be combined with Disc
Snakes and Red Swirls. Protective Items will also destroy these guys.
o------------------o
| Plastic Warriors |
o------------------o
These guys show up in great numbers, and act similarly to Foot Grunts.
These guys are faster, smaller, and a little more unpredictable in their
movement patterns. They also combine into large swarms easier than most
swarming enemies. Also note that they take a second longer to die, thus
delaying more bullets from passing by, thus making them dead shields for
their buddies frequently. One shot to kill, and protective items work as
well.
o------------------o
| Segmented Snakes |
o------------------o
These segmented fellows fly around the Arena, usually dogging your fleeing
feet. Many shots required just to kill one segment (Guess what? Yep,
Rockets excepted), and each segment needs to be destroyed separately. Force
Fields work as well. These also show up in single segments, but this is a
far rare form for them to take (they do tend to be more numerous in these
sitautions).
o------------o
| Red Grunts |
o------------o
These guys are another swarming tactic enemy. Kind of an upgraded Foot
Grunt, these guys move in sudden, jerky movements. Quite large, they are
easy to shoot, but there a lot of them to actually shoot. One hit kills
them, and protective items work as well.
o-----------o
| Snake Men |
o-----------o
Yet another Swarming tactic enemy. They appear in large groups, and are
deceptively quick as they home in on you, using their diagonal walk to cover
gaps quickly. The usual one shot kills with protective items working as
well. They are Purple and Yellow robed Snake Men, and the Yellow are much
faster (and more one minded in tracking down your dude).
o--------o
| Snakes |
o--------o
A unique enemy since they always enter from the top, but they not only
enter through the doors, they can also spew out of the statue decorations
on the wall as well. They appear in humungous swarms, often continuing to
appear for most of the fight in that room. One hit kills, and protective
items work as well.
o------------------------o
| Purple Segmented Snake |
o------------------------o
These fellas are much shorter than the original Segmented Snakes, but these
guys are quicker, tougher, and even more evil with following you everywhere.
Multiple shots to kill (exception of Rockets), and Force Field works as well.
All segments must be destroyed individually, and they will rejoin the other
segments if separated from the group.
o---------------o
| Buzzsaw Blade |
o---------------o
These appear if you spend too much time in a room cleared of enemies. These
fellas are invulnerable to all weapons, so always hustle to the next room.
Also, they are utilized by Scarface, and Twin Cobras during their boss
fights in Arena 2 and Arena 3 respectively. You can slow them down by
firing your weapons at them, but they will keep coming at you in a homing
missile fashion (till they get you or you find your way into a new room).
o------------o
| Mutoid Man |
o------------o
The Boss of Arena 1, he is a man's torso mounted onto tank treads with two
wall cannons mounted on the front. See Arena 1 for more details on his
attacks, and how to beat this mean customer.
o----------o
| Scarface |
o----------o
The Boss of Arena 2, he is a large, floating face with protective plating.
See Arena 2 for more details on his attacks, and how to beat the hardest
boss in the game.
o-------------o
| Twin Cobras |
o-------------o
The Bosses of Arena 3, these are two extremely tall snakes, and both must be
taken down. See Arena 3 for more details on there attacks, and how to beat
this somewhat easy boss.
o-----------o
| Evil M.C. |
o-----------o
The REAL last boss is similar to the Arena 1 boss. See Arena 3 for more
details on his attacks, and how to go about sticking it to the annoying game
show host's doppelganger.
----------------------------------------------------------------------------
----------------------------------Items-------------------------------------
----------------------------------------------------------------------------
4) This section will look at all of the items you can collect in the arena.
o------------o
| Gift Boxes |
o------------o
These are the fabulous prizes available to be won, and they are different.
There are three different types of prizes per level, with each box coming in
their own individually coloured box.
o----------------o
| Monetary Items |
o----------------o
These include cold hard cash, silver bars, and gold bars. These do not
yield any points immediately, but do count towards your end of round bonus
(provided you survive to your end of round bonus, of course).
o------o
| Keys |
o------o
These items have no apparent use when picked up, but still collect as many
as you can anyway. Why, you say? Well, collect enough, and you may find
out... Or see Section 13 for more information.
o---------o
| Sneaker |
o---------o
This item is a white outlined box, with a green background to a foot. This
item will increase your running speed for a set period of time.
o------o
| 1-Up |
o------o
This little face will net you an extra shot at the fabulous prizes! You
will know you grabbed one whenever you hear the loud uttering of one word:
"DUDE!".
o-------------o
| Force Field |
o-------------o
A yellow box with a diamond outline indicates this useful item. It gives
invulnerability to your character. It gives a green aura, and after a few
seconds switches to red. When that disappears, you are no longer
invincible. Running into foes will destroy them, and you can make great use
of this item to clear droves of enemies.
o--------o
| Shield |
o--------o
This asterisk on blue item gives you five asterisk blades circling your
character. These will fly off after taking a few hits. Mechanical
opponents will usually flip these away while taking minimal damage.
o------------o
| Smart Bomb |
o------------o
This dandy little item is just what it says: a smart bomb. It will destroy
all enemies on the screen (except Stationary Mines).
----------------------------------------------------------------------------
----------------------------------Weapons-----------------------------------
----------------------------------------------------------------------------
5) This section will list all of the weapons, how they fire, and what kind
of damage they can deal.
You can check how much ammo a gun has by checking under your score.
i.e. 009765432
- - - - - -
However how many dashes are green, is how much ammo remains. Each weapon
comes with 60 rounds in the chamber, except on Hard mode (30).
Also, your original gun never runs out of ammo, so fire continuously when
you are between specialty weapons.
o------------------o
| Grenade Launcher |
o------------------o
It is a green ball in a square. This weapon has short range, but has a high
stopping power. Mechanical opponents fall quickly to these projectiles.
o----------o
| Spreader |
o----------o
This gun gives you a multi-angle shot pattern. It goes in sets of three,
and is excellent for getting rid of large groups of enemies quickly
(especially swarming enemies).
o---------o
| Rockets |
o---------o
The most powerful gun in the game, this weapon flies right through smaller
enemies, and it will often destroy mechanical enemies in one hit.
o----------------o
| Grenade Lobber |
o----------------o
This appears in boss rooms only. It it evens tronger than the Rockets
weapon, but it lobs in the air about 50 to 60 percent of the way across the
screen before landing. You can also bounce shots off the walls of the
Arena, so keep that in mind if an enemy is not reachable with a direct shot.
Very useful for Scarface, and it will do a big amount of damage to any boss.
o---------------o
| Orbitting Orb |
o---------------o
This item acts as a second gun platform for you. It rotates around your
character, and fires off a bullet whenever your gun does. It will disappear
whenever it is touched by an enemy (but not by one of their projectiles).
Just be warned that this item will deplete your special weaponry charges
twice as fast as you normally would, and the Grenade Lobber will not get two
shots off at once like all other weapons.
----------------------------------------------------------------------------
--------------------------------Menu Options--------------------------------
----------------------------------------------------------------------------
6) This section is going to look at the different options available to
switch around for varied gameplay.
o----------------o
| One/Two Player |
o----------------o
Allows option of One or Two player action!
o-------o
| Skill |
o-------o
Easy..: Game ends prematurely.
Normal: Goes the distance.
Hard..: Goes the distance, with greater enemy speed, thickness, etc.
----------------------------------------------------------------------------
----------------------------------Arena 1-----------------------------------
----------------------------------------------------------------------------
7) This Section will list all of the rooms in Arena 1, and it will list the
best path to take (points and secret rooms). The map will make it easier
to visualize the proper path (the out of place marks on the walls show
the exit for each room you should take).
+-----+--|--+-----+
| |6 |7 |
| | - |
| | | |
+-----+-----+-----+--|--+-----+
STUDIO |1 |2 | |8 |9 |
start | - | | - |
point | | | | | |
+-----+--|--+-----+-----+-----+
|3 |4 |5 |
| - - |
| | | |
+-----+-----+--|--+
(This goes to 6)
1 Arena 1
2 Collect PowerUps
3 Eat My Shrapnel
4 Total Carnage
5 Secret Room #1 (not on map shown at beginning of Arena)
6 Meet Mr. Shrapnel
7 Bonus Prizes
8 Tank Trouble
9 Meet Mutoid Man
o---------o
| Arena 1 |
o---------o
Enemies : Foot Grunts.
Descriptions: Slow moving room to introduce you to the game controls, and
some of the more common power-ups/items.
Direction : Take the East Gate to exit.
o------------------o
| Collect PowerUps |
o------------------o
Enemies : Foot Grunts, Mr. Shrapnel, Stationary Mines.
Descriptions: Introduces two new enemies in Stationary Mines (3 of them),
and Mr. Shrapnel. The Foot Grunts are still slow and fairly
unagressive.
Direction : Take the South Gate to exit.
o-----------------o
| Eat My Shrapnel |
o-----------------o
Enemies : Foot Grunts, Mr. Shrapnel, Stationary Mines.
Descriptions: Basically the same as the last room, but with more Mr.
Shrapnels. There is a large line of Foot Grunts encircling
you when you enter, so shoot a hole through the line, and run
away while shooting. Mr. Shrapnels come in a set amount in
this room.
Direction : Take the East Gate to exit.
o---------------o
| Total Carnage |
o---------------o
Enemies : Foot Grunts, Mr. Shrapnel, Red Swirl, Stationary Mines.
Descriptions: Again a very similar room as the last two, but with a little
twist; a Red Swirl will appear partway through to try and
ambush you, as a penalty for being in the room too long!
Just keep shooting, and it should break apart fairly easily.
Direction : Take the unmarked East Gate to exit.
o----------------o
| Secret Room #1 |
o----------------o
Descriptions: Gather the two large sets of fabulous prizes, then the
question mark.
Direction : Go through the South Gate to exit.
o-------------------o
| Meet Mr. Shrapnel |
o-------------------o
Enemies : Foot Grunts, Mr. Shrapnel, Wall Cannons, Stationary Mines.
Descriptions: Start by destroying as many Mr. Shrapnels as you can, and
then turn to the Wall Cannons as you dodge the leftover Mr.
Shrapnels. Then it is just your usual Foot Grunt/Mr. Shrapnel
combo attack.
Direction : Take the East Gate to exit.
o--------------o
| Bonus Prizes |
o--------------o
Enemies : Foot Grunts, Mr. Shrapnel, Tanks, Stationary Mines.
Descriptions: This is a money room, so collect the two sets of fabulous
prizes. during the second sets appearance, opponents will
start to arrive. The usual shenanigans ensue until one tank
appears toward the end of the enemy run for this room (so be
ready).
Direction : Take the South gate to exit.
o--------------o
| Tank Trouble |
o--------------o
Enemies : Foot Grunts, Mr. Shrapnel, Tanks, Wall Cannon, Stationary
Mines.
Descriptions: Shoot as much of the Mr. Shrapnel/Wall Cannons as you can,
and be ready to dance around the onslaught of enemies, which
now has support from the Tanks. Otherwise, use the usual
tactics to get through the room.
Direction : Take the East Gate to exit.
o------------o
| Mutoid Man |
o------------o
Enemies : MUTOID MAN, Red Swirl, Mr. Shrapnel, Stationary Mines.
Descriptions: This is the first boss room, and here is the basic lay-out of
the fight: waste the lone Red Swirl, waste the Wall Cannons,
shoot with special weapons at Mutoid Man, and destroy Mr.
Shrapnel whenever they appear.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ MUTOID MAN STRATEGY ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mutoid Man has many pieces to shed before he finally will bite the biscuit.
He will need to lose both arms, his shirt, his head, his outer shell, and
finally blow up for good (his real head is in this form).
Destroy the Wall Cannons mounted on him (so they will no longer annoy you),
and then use special weaponry to take down the behemoth. The safest place
to stand as you shoot is above him (from directly above, or on a diagonal).
You will be forced to run into the range of his Eye Lasers however to get a
special weapon charge. He can shoot as far away as the width his base.
Use this to your advantage to stay safe, but below him he is much more
deadly, so use caution when going underneath him. The most basic advice I
can offer is to keep moving.
For this form you can move freely anywhere on the map without worry of him
lasering you. The downside to this form is that he can now reach all parts
of the room, and concentrates more on quick, unpredictable movements. After
a little bit of punishment, he will reveal his true form, which can reach
the corners, and shoot deadly Eye Lasers. Just use the strat from the above
paragraph to put the finishing blow to this monstrous creation. Then just
stay clear of all the nasty explosions, and then take the East Gate to exit
Arena 1!
You are now one third of the way through, but this was a fairly short jaunt
with few variations of enemies. As you total your winnings between rounds,
mentally prepare yourself for the rigors ahead in Arena 2 (not to mention
the new, twisted creations awaiting you there!).
----------------------------------------------------------------------------
----------------------------------Arena 2-----------------------------------
----------------------------------------------------------------------------
8) This Section will list all of the rooms in Arena 2, and it will list the
best path to take (points and secret rooms). The map will make it easier
to visualize the proper path (the out of place marks on the walls show
the exit for each room you should take).
+--|--+-----+
|8 |9 |
| - |
| | |
+-----+------+-----+--|--+
| | | |10 |
| | | | |
| | | | |
+-----+------+-----+--|--+-----+
STUDIO|1 | | |11 |12 |
start | | | | - |
point | | | | | |
+--|--+------+-----+-----+-----+
|2 |3 |4 | |
| - - | |
| | | | |
+-----+------+--|--+-----+-----+
|5 |6 |7 |
| - - -(this goes to Scarface)
| | | |
+-----+-----+--|--+
(this goes to 8)
1 Orbs
2 Film At 11
3 Defend Me
4 Turtles Nearby
5 These Are Fast
6 Buffalo Herd Nearby
7 Secret Room #2 (not on map shown at beginning of Arena)
8 Metal Death
9 Watch Your Step
10Slaughter 'Em
11Laser Death Zone
12Meet Scarface
o------o
| Orbs |
o------o
Enemies : Orbs.
Descriptions: Try to collect any available weaponry to try and deal with the
large amount of Orbs. These guys are deadly, so the strategy
best suited to them is the most cowardly one: Corner Hiding.
Just camp out in the corner, and you will be in much less
danger of getting killed numerous times.
Direction : Take the South Gate to exit.
o------------o
| Film At 11 |
o------------o
Enemies : Film, Plastic Warriors.
Descriptions: Start by positioning yourself where you can shoot at all 4
doors, and proceed to waste the Film for as long as you can
(till they overrun you). Then just dodge, fire back, and
collect powerups whenever you can. After a brief flurry, they
will cease coming. After that, Plastic Warriors will spill in
large numbers, and this can be a pain. These guys are upgraded
in every aspect from a Foot Grunt. Use the Circle Attack to
keep one step ahead of them, and remember when you think you
are dead, keep going because the weird movements of them makes
it harder for them to get you by the walls.
Direction : Take the East Gate to exit.
o-----------o
| Defend Me |
o-----------o
Enemies : Plastic Warriors, Segmented Snakes, Mr. Shrapnel, Tanks,
Stationary Mines.
Descriptions: This is a money room, so collect the two sets of prizes while
avoiding the mines they usually appear around. Then some more
Plastic Warriors appear, followed closely by Segmented Snakes.
Again use the Circle Attack, but do not be afraid to change
direction of your run if it is safer to go the other way. If
you happen to get the Orbitting Orb powerup, you can do Corner
Hiding because you will have enough shots to keep the enemy
away from you. About halfway through Mr. Shrapnel, and Tanks
appear to fire projectiles at you, and make this by far the
hardest room you have faced to date. Corner Hiding is a good
bet, but without the adequate firepower, this is risky.
Circle Attack can work, but you need to be a pro at it (or
just lucky) to get it to be successful. Use whichever
strategy offers the best chance at not dying a lot according
to your skills.
Direction : Take the East Gate to exit.
o----------------o
| Turtles Nearby |
o----------------o
Enemies : Orbs, Tanks, Stationary Mines.
Descriptions: Again with the Orbs, but they brought tanks to really try
and hurt you. Corner Hiding is the best method of survival.
When they stop, you have beat this short room.
Direction : Take the South Gate to exit.
o----------------o
| These Are Fast |
o----------------o
Enemies : Plastic Warriors.
Descriptions: Someone has doubled the moving speed of the Plastic Warriors,
and the bottom left of the room is blocked off! Use a modified
Circle Attack where you arc back and forth around the top and
right sides of the room. Cut through the crowd if both ways
are blocked (using your weapon to create a path as needed).
Corner Hiding is too risky, even with lots of firepower. Hard
room to get through without dropping a few men. It is
mercifully short however, and you will quickly get by.
Direction : Take the East Gate to exit.
o---------------------o
| Buffalo Herd Nearby |
o---------------------o
Enemies : Red Swirl, Segmented Snake, Film, Red Grunts, Stationary Mines.
Descriptions: Red Swirls appear right away, so aim at their middles to
quickly break them apart. Then Segmented Snakes will join in
for a double team (hard with basic gun to handle all
opponents). The Red Swirls will stop, leaving the Segmented
Snakes, and after they stop, out comes some Film (very few).
After that, you face Red Grunts by the busful. The Circle
Attack works well, and remember to never stop running as the
swarmers are just a step behind you. Corner Hiding will work
well if you have an Orbitting Orb.
Direction : Take the unmarked East Gate to exit.
o----------------o
| Secret Room #2 |
o----------------o
Descriptions: Gather the two large sets of fabulous prizes, and then the
question mark.
Direction : Go through the South Gate to exit, or the East Gate to skip
straight to the level 2 boss Scarface (the guide goes South
for more points and a money room however).
o-------------o
| Metal Death |
o-------------o
Enemies : Segmented Snakes, Plastic Warriors.
Descriptions: With such a charming name, how can you not come here?!? Up to
3 Segmented Snakes will attack at the same time, and after
wiping a lot of these guys out, Plastic Warriors return after
a two room absence. Use the altered (arcing) Circle Attack,
and try to deal with the Segmented Snakes at the same time.
If you get a protective item, go plow through their numbers to
quickly kill a large number (with your gun blazing too).
Direction : Take the East Gate to exit.
o-----------------o
| Watch Your Step |
o-----------------o
Enemies : Plastic Warriors, Mr. Shrapnel, Stationary Mines.
Descriptions: This is a money room, so collect the two sets of fabulous
prizes, and then prepare for more Plastic Warrior mayhem.
After a bit of this, Mr. Shrapnel will return to assist the
swarmers in getting you. Use Circling techniques to survive
this onslaught. Once again, Corner Hiding will work with an
Orbitting Orb to provide needed firepower.
Direction : Take the South Gate to exit.
o---------------o
| Slaughter 'Em |
o---------------o
Enemies : Mr. Shrapnel, Red Swirl, Segmented Snakes (singles), Plastic
Warriors, Tanks, Stationary Mines.
Descriptions: Destroy the Red Swirls, and Mr. Shrapnel in the arena. Then
single discs form Segmented Snakes appear in large numbers.
This is quickly followed by Plastic Warriors, with Mr. Shrapnel
as support. Follow this with Tanks, and you have a huge
headache on your hands. Hopefully, you can get an Orbitting
Orb, and just use Corner Hiding to get through, but usually you
will need to Circle Attack like a crazed man possessed by the
devil. Powerup luck plays a big role in your success of this
room.
Direction : Take the South Gate to exit.
o------------------o
| Laser Death Zone |
o------------------o
Enemies : Orbs, Tanks, Film.
Descriptions: One Orb begins in the room, so blast it. Then the Tanks and
Films start to pour in, so utilize a Corner Hide to handle
them. Then friends of the first Orb you shot pour in with the
other two to create an insane environment for you to Corner
Hide for all you are worth. Just keep firing, and eventually
you will bust each mechanical creation.
Direction : Take the East Gate to exit.
o---------------o
| Meet Scarface |
o---------------o
Enemies : SCARFACE, Stationary Mines.
~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ SCRAFACE STRATEGY ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~
He has two areas that must be destroyed: his face, and his paneling on the
his sides. Use the Grenade Lobber to bloody his face (literally), and use
any other gun for the rest. After he has been punished enough he will start
to explode! He will then be a skeleton which moves faster, and the same
requirements need to be met: break his face (literally), and wreck the
paneling to finish him.
He attacks in a few ways, but all are very good at killing you. His first
form can kill you by touch (as he takes damage he speeds up) which is his
best method of killing you. His other is shooting a Buzzsaw Blade, with a
large volley of bullets to try and get you. This one is not too hard, but
can be dangerous because these things can fly for a long time before
disappearing.
His second form has upgraded abilities of the first for attacking. He will
charge even more relentlessly at you (extremely hard to shake), and his
eye attack has changed to 2 yellow stars that fly at about three times the
speed of the Buzzsaw Blades.
This is by far the toughest boss you will face in this game. Be prepared to
use at least one continue in this room (maybe two or even three if you are
unlucky). Getting the proper weapons helps greatly. Remember also, Grenade
Lobbers, and Grenade Launchers come equipped with Force Fields (but only in
this room).
You are now two thirds of the way to the grand prize, and this Arena made
you face some twisted combos of enemies. You also met some stranger enemies
than the previous Arena, but be warned the strangest are yet to come in
the Arena few have ever made it through alive!
----------------------------------------------------------------------------
----------------------------------Arena 3-----------------------------------
----------------------------------------------------------------------------
9) This Section will list all of the rooms in Arena 3, and it will list the
best path to take (points and secret rooms). The map will make it easier
to visualize the proper path (the out of place marks on the walls show
the exit for each room you should take).
+-----+-----+
| | |
| | |
| | |
+-----+-----+-----+-----+
| | | | |
| | | | |
| | | | |
+-----+-----+-----+-----+-----+-----+-----+-----+
STUDIO|1 | | | |8 |9 |10 |12 |
start | | | | | - - | |
point | | | | | | | | |
+--|--+-----+-----+-----+-----+-----+--|--+-----+
|2 |3 |4 | | |11 |
| - - | | | -(this goes to 12)
| | | | | | |
+-----+-----+--|--+-----+-----+ +-----+
|5 |6 |7 |
| - - -(this goes to 8)
| | | |
+-----+-----+-----+
NOTE: Rooms 7, 9, 10, 11, 12 are not on map at the start of the arena.
1 No Dice
2 No Turtles Allowed
3 Turtle Chunks Needed
4 Dynamite Cobra Boss
5 Witness Total Carnage
6 Secret Rooms Nearby
7 Secret Room #3
8 Cobra Death
9 Enough Keys OR Almost Enough Keys
10You Have Enough Keys OR Not Enough Keys
11Pleasure Dome
12Eat My Eyeballs
o---------o
| No Dice |
o---------o
Enemies : Snake Men, Tanks, Snakes, Stationary Mines.
Descriptions: About a dozen Snake Men are already in the first room
waiting for you (and the usual Stationary Mines). Tanks
will immediately start pouring in (limit of 3 at one time).
After a bit of there hunt, Snakes will start pouring in
from the North gate, and the North Walls (only once though).
After all the Tanks are eliminated, Snake Men will appear to
avenge the guys who used to live in the room (only about four
dozen). Use of the Circle Attack is recommended, but remember
that a modified version of it on the bottom half of the screen
will work the best, due to the random appearance of the Snakes
in this Room (and many of the remaining Rooms of this Arena).
Direction : Take the South Gate to exit.
o--------------------o
| No Turtles Allowed |
o--------------------o
Enemies : Snake Men, Snakes, Purple Segmented Snakes, Mr. Shrapnel,
Stationary Mines.
Descriptions: This room gets intense with Snake Men, Snakes, and Purple
Segmented Snakes all charging in. After a long stretch of
this, the tactics change to just Snakes, and Mr. Shrapnel (a
much nicer combo). Use the Circle Attack to get through the
worst of it.
Direction : Take the East Gate to exit.
o----------------------o
| Turtle Chunks Needed |
o----------------------o
Enemies : Snake Men, Mr. Shrapnel, Tanks, Stationary Mines.
Descriptions: This is a money room, so collect the two sets of fabulous
prizes, and prepare for Snake Men swarms. After a brief
amount of time, Mr. Shrapnel will join the attack to further
torment you, followed by Tanks shortly after that, once a set
amount of time has passed. Survive for a while, and you will
eventually run out of bad guys to tenderize. Use the Circle
Attack once more, and combine in Corner Hiding for a bit (but
not prolonged).
Direction : Take the East Gate to exit.
o---------------------o
| Dynamite Cobra Boss |
o---------------------o
Enemies : Snakes, Purple Segmented Snakes, Red Grunts, Stationary Mines.
Descriptions: Starting off with Snakes, followed by Purple Segmented Snakes
shortly after. After a while of this, you will then have Red
Grunts added into the mix. The use of Circling/Corner Hiding
hybrid is essential to your success as you need to read what
strat is required. Orbitting Orb is required for a prolonged
Corner Hide, so use this item to save your extra lives for the
even harder rooms ahead.
Direction : Take the South Gate to exit.
o-----------------------o
| Witness Total Carnage |
o-----------------------o
Enemies : Foot Grunts, Snakes, Stationary Mines.
Descriptions: Shoot the lone Foot Grunt here, and then prepare for a
Snake/Purple Segmented Snakes riot. After this oh so easy
part, they use Foot Grunts (easiest of the swarmers to kill).
This is a piece of cake compared to the previous rooms, so use
your combined Corner Hiding/Circle Attack to deal with the
enemy as you see fit.
Direction : Take the East Gate to exit.
o---------------------o
| Secret Rooms Nearby |
o---------------------o
Enemies : Mr. Shrapnel, Foot Grunts, Purple Segmented Snakes, Red Swirls,
Stationary Mines.
Descriptions: Some noteworthy here is you have left the jungle area of the
Arena, so no more Snakes! You dive in headfirst here as the
Foot Grunt/Mr. Shrapnel duo returns from Arena 1. Soon after,
purple Segmented Snakes will really frustrate you. Circle
Attack with your gun always blazing (rule of every room
really). If you are trapped, then blast a hole right through
the crowd, running through it as it close, maybe you will
escape unharmed. After the Purple Segmented Snake attacks
stop, Corner Hiding is acceptable to use now (less risk of
death), but be very wary of Red Swirls entering the room, as
they can really sneak in close with the cover of the Foot
Grunts to protect them.
Direction : Take the unmarked East Gate to exit.
o----------------o
| Secret Room #3 |
o----------------o
Descriptions: Gather the two large sets of fabulous prizes, and then the
question mark.
Direction : Go through the East Gate to exit to the Boss Room (only if you
think you have collected lots of keys), South Gate to exit to
get on your way to a money room (longest path, more chances
for keys), or North Gate to exit to room above one before this
(not worth it).
o-------------o
| Cobra Death |
o-------------o
Enemies :TWIN COBRAS (this guide will go on assumption you have had
enough of the brutal number of opponents you have faced, and
wish to finish the game quickly, but do not take this as the
law because you CAN go after more prizes if you are confident
in your abilities).
~~~~~~~~~~~~~~~~~~~
~~~ TWIN COBRAS ~~~
~~~~~~~~~~~~~~~~~~~
One simple rule for these guys; blow them to smithereens with whatever
weaponry you may happen to have! Shoot on any part of their bodies
(although head shots will NOT damage these behemoths at all, pissing them
off to attack more vehemently to boot). Keep pouring the ammo their way
while avoiding their Buzzsaw Blades that randomly appear, fly around, and
then destroy themselves. Keep moving as well, or their laser attack will
surely get you. It is generally better to stay at the top of the screen
for the majority of the fight, as they cannot hit you there with their
bodies or lasers (seems weird, but it is true). However, their bodies hide
the Buzzsaw Blades nicely, and you weill need to watch out for those
obstacles. Whenever you hear the electrocution sound (you will know from
your deaths), and you are alive, that they are so dead!
You should be able to handle them prettily easily, and thusly are
disappointing as the boss of the final arena. But wait, when you exit
through the East Gate, there is another room to fight in, and it is
called...
o-------------o o--------------------o
| Enough Keys | OR | Almost Enough Keys |
o-------------o o--------------------o
Enemies : Orbs, Film, Tanks, Mr. Shrapnel, Stationary Mines.
Descriptions: Orbs, Films, and Tanks all quickly fill the arena for a brutal
mechanical triple team effort against you. Corner Hiding is an
extremely strong recommendation (only going out for keys if
room name is ALMOST ENOUGH KEYS, as you still need at least one
Key to reach the Pleasure Dome). Mr. Shrapnel will soon join
the battle as it is now Orbs, Tanks, and the aforementioned Mr.
Shrapnel. After this assault finally ends (not that long),
you are done the room.
Direction : Take the East Gate to exit.
o----------------------o o-----------------o
| You Have Enough Keys | OR | Not Enough Keys |
o----------------------o o-----------------o
Enemies : Mr. Shrapnel, Foot Grunts, Segmented Snakes, Red Swirls,
Stationary Mines.
Descriptions: The room gets off to a turbo start with Foot Grunts, two
Segmented Snakes, and Mr. Shrapnel all trying to make mince meat
out of you. Two Red Swirls will appear a little later to add
their lethal brand of pain to your existence. The Segmented
Snakes will disappear quickly, but the hoards of Foot Grunt
Swarmers will keep on coming (for well over 10 minutes). Also
make sure to grab any keys that appear (even if it says you
have enough because you need to collect one in this room to get
to the Super Secret Room).
Direction : Take the South Gate to exit if it appears (which it should if
you have been collecting keys the whole way through).
Otherwise you have only the East Gate to exit through.
o---------------o
| Pleasure Dome |
o---------------o
Enemies : Foot Grunts.
Descriptions: You enter, and you collect eight sets of Gameshow Model icons,
and then the Foot Grunts appear in a very laughable number (oh
so small!). Then you are done in here, but first the
following message appears:
Mutoid Man - Totally Dead!
Scarface - No Eyes!
Die Cobras - Fangless!
You Are Awesome!
Now Decapitate Evil M.C.!
Direction : Take the East Gate to exit.
o-----------------o
| Eat My Eyeballs |
o-----------------o
Enemies : EVIL M.C., Wall Cannons, Red Swirls, Mr. Shrapnel, Stationary
Mines.
Descriptions: Kill the Red Swirl when it enters, and then prepare for the
upgraded (speed wise) of Mutoid man!
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~ EVIL M.C. STRATEGY ~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
Evil M.C. has many pieces to shed before he finally will bite the biscuit.
He will need to lose both arms (right then left), his shirt, his head, his
outer shell, and finally blow up for good (his real head is in this form).
Destroy the Wall Cannons mounted on him (so they will no longer annoy you),
and then use special weaponry to take down the behemoth. The safest place
to stand as you shoot is above him (from directly above, or on a diagonal).
You will be forced to run into the range of his Eye Balls however, to get a
special weapon charge. He can shoot as far away as the width his base.
Use this to your advantage to stay safe, but below him he is much more
deadly, so use caution when going underneath him. The most basic advice I
can offer is to keep moving. Use this strategy till he loses his head.
For this form you can move freely anywhere on the map without worry of him
lasering you. The downside to this form is that he can now reach all parts
of the room, and concentrates more on quick, unpredictable movements. After
a little bit of punishment, he will reveal his true form, which can reach
the corners, and shoot deadly Eye Balls. Just use the strat from the above
paragraph to put the finishing blow to this monstrous creation. And with
that the M.C.'s doppelganger has bit the bullet, and you have become a truly
good (survived, but no Pleasure Dome), or great (done it all). Just collect
the insane amount of prizes that show up, collect the question (?) mark if
you got to the Pleasure Dome, and then exit through the East Gate to exit
the Arena, and go count your winnings!
If you did in fact get all five question (?) marks, then you will get the
message "WELL DONE - NOW EXIT". This will open up TURBO MODE, which
effectively doubles the speed of the game for the next play through (while
power is on). You also have more lives and continues than before to offset
the crazy speed. This mode is extremely fun because it takes the insane
challenge and boosts up to even more insane levels!
----------------------------------------------------------------------------
--------------------------------Secret Rooms--------------------------------
----------------------------------------------------------------------------
10) This section is going to look at where each special room is located in
this great game. These rooms give two sets of gifts for free, and then
a ? mark. The ? marks are not so valuable on their own, but if you can
collect all 5 of them, something neat will occur...
o----------------o
| Secret Room #1 |
o----------------o
Found in Arena #1. Finish all the enemies off in the room Total Carnage,
and then the exits will be highlighted. You will ignore the North Gate, and
you will walk between the Stationary Mines near the East Gate to take the
unmarked exit to the prize filled room.
o----------------o
| Secret Room #2 |
o----------------o
Found in Arena #2. Finish all the enemies off in the room Buffalo Herd
Nearby, and then the exits will be highlighted. You will ignore the North
Gate, and go through the unmarked East Gate to exit to the prize filled
room.
o----------------o
| Secret Room #3 |
o----------------o
Found in Arena #3. Finish all the enemies off in the room Secret Rooms
Nearby (real subtle here), and then the exits will be highlighted. You will
ignore the North Gate, and take the unmarked East Gate to get there.
This means you have collected 3 of the 5 question (?) marks, but where are
those other two? Read the next section to find out!
----------------------------------------------------------------------------
-------------------------------Pleasure Dome--------------------------------
----------------------------------------------------------------------------
11) This section will look at the requirements for getting into the Pleasure
Dome.
a) You must have got all three secret rooms.
b) Acquired 10 Keys in your travels before you enter the room (You Have
Enough Keys/You Don't Have Enough Keys).
c) Collect at least one key in the aforementioned room.
d) Take the South gate in this room to reach the Pleasure Dome.
Collect the Gameshow Models Icons, destroy the feeble enemy resistance, and
collect question (?) mark #4 found in the corner of the room.
Go through to the final boss.
----------------------------------------------------------------------------
-------------------------------Codes and Tricks-----------------------------
----------------------------------------------------------------------------
12) This section will review a few fun codes to use on this game, as well as
a few tricks to use to prolong your lives as you play.
o-------o
| Codes |
o-------o
Turbo Mode.........: Make sure the current selection is ONE PLAYER, and then
enter the following sequence: Left, Right, Left, Up, R,
R. You know the code has entered when you hear the
M.C. shout the word "BINGO".
Circuit Select.....: Make sure the current selection is ONE PLAYER, and then
enter the following sequence: Right, Right, Up, Down,
R, L. You know the code has entered when you hear the
M.C. shout the word "BINGO".
Lives/Continue Menu: Make sure the current selection is TWO PLAYERS, and
then enter the following sequence: L, R, Up. You know
the code is entered correctly when you hear the M.C.
shout the word "BINGO". This allows you to
increase/decrease your stock amount of lives (3 to 7),
and increase your stock amount of continues (4 to 7).
Sound Menu.........: Make sure the current selection is TWO PLAYERS, and
then enter the following sequence: L, R, L, L, R. You
know the code is entered correctly when you hear the
M.C. shout the word "BINGO". This opens a sound test
menu for both music and sound effects.
Programmers Screen.: When the Acclaim Logo appears, hold down L and R.
While still holding those two buttons, press the B
Button when the quill appears to write the words "Beam
Software".
o--------o
| Tricks |
o--------o
Circle Attacking: By running a large circle around the room, you will live
longer by keeping most enemies following you as opposed
to coming at you. this is the preferred method for
dealing with swarmers, although the next one can work
with too....
Corner Hiding...: Staying in the lower left/right corners, and not venturing
out very often. This is an essential strategy for Orbs,
but otherwise should never be used (unless you have an
Orbitting Orb with you to keep your firepower constant
enough to keep the enemies at bay). The main reason for
actually not using this is the lack of items you will
collect (fewer keys, prizes, etc.), which is what the game
is all about (it is a gameshow, so maximize your points!).
Center Holding..: If you can get an Orb and a Shield, you can control the
middle of a room by just firing into the hordes as they
pour through the door. However, once the Shield gets
ragged, it is time to bail and hide in the corner once
more!
----------------------------------------------------------------------------
-----------------------------------Final Word-------------------------------
----------------------------------------------------------------------------
13)As is the usual, this walkthrough is copyright property of Brian P.
Sulpher, 2002. The only website, group, person, etc. to have access to
post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and
www.honestgamers.com. You must ask for permission before posting this,
as doing so without consent is a violation of international copyright
law.
If you liked it, hated it, have anything to add, then please E-mail me at
[email protected]. You can also contact me through MSN messenger
through the same E-mail address.
This game is so incredibly fun, and I hope this FAQ/Walkthrough has added
to your enjoyment of this game even more!