From: deloura@noaapmel.gov (Robert DeLoura)
Newsgroups: rec.games.video
Subject: An SNES hidden features/cheats list
Date: 6 Oct 92 22:16:00 GMT
Article-I.D.: wimpie.DELOURA.92Oct6141600
Organization: NOAA/PMEL, Sand Point Way, Seattle, WA

v128nkga@ubvmsb.cc.buffalo.edu writes:
> 	I read the faq, and I assume it is correct in saying that
> no longer is anyone maintaining a SNES cheat list.

If this is true, I'd be willing to maintain one.  I have a fairly old
SNES 'hidden features/cheats' list that I saved off the net at one point.
If someone out there is already maintaining one, just let me know and I'll
defer to you.

But until then....

If anyone knows of any useful bits of information I could add to this list,
please let me know by sending mail to <deloura@noaapmel.gov>.  They can either
be tips on hidden items/events/etc within a game, or be special key sequences
that allow you to do undocumented things (like reach Sound Test mode, or
get lots of extra lives), or can just be general advice for dealing with
particularly tough areas in a certain game (like defeating a particularly
tough 'boss' monster).

I already have the 'championship colors' code for SNES SF2, so there's no need
to send me that.  But anything else you don't see here is fair game.  I'll
include your email address along with your hint/tip/cheat.

--

The original posting was made by <craig@sae.com> (Craig H. Heartwell), who
is (supposedly) no longer at that address.

Some of these "cheats" are covered in the game's instruction manual, so I may
decide to delete them at some point.  Keep in mind that none of this has
been spell-checked since the original person's posting.  I'll correct that
before I post an update, so there's no need to send me spelling or grammar
flames.  :-)

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

ACTRAISER

> Professional Mode - After completing the game, at the title screen press
  Up, or Down twice.  The "Professional" selection will appear below
  "New Game".
  (VG&CE, Jan '92)

> Extra 1-Ups - There are at least 2 extra 1-Ups to be had while directing
  the building of towns.  If you cause it to rain over the lake west of
  Bloodpool, the people will find and present you with the first one.  In
  Kasandora, once you have uncovered the pyramid cause an earthquake and
  another source of life will be uncovered.
  (Nintendo Power, Jan '92)


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

F-ZERO

> Master Level: If you complete all five tracks in a grand prix at the
  expert level, you will be given the opportunity to race at Master
  Level.

> General comments:

  The drone cars will appear to cheat, don't attempt to force them off
  the track or wear them out by constant battering.   Drone cars (the
  primary 3) will never use the pit area and cannot be made to crash
  off the track.  Also, no matter how good you are, there will always
  be one of them right on your tail (probably defying the max speed of
  some of them since you get speed boosts and they don't - at least not
  explicitly).  If you get too low on power, your engines will begin
  to go and your speed will drop drastically (you have more to fear
  than just blowing up on low power).  It's a shame that more of the
  tracks are not available for practice one-on-one (It takes alot of
  effort to get to Fire Field and then tremendous skill to consistently
  win there).

> General hints:

  Unless you drive the Golden Fox (yellow car), you can always get
  an initial speed increase by using the quick start (hold down the
  accelerator to full before start) and leaning to the right.  By moving
  into the next car's "lane" you can force him to hit you from behind
  giving you a good push.  If you use the Fire Stingray (Pink), you can do this
  twice, first Blue Falcon will hit you then moving a little farther right,
  Wild Goose (Green) will hit you.  This initial 2nd place position will
  enable you to take the lead rather quickly (beginner and standard levels).
  In the more difficult levels, you will often take alot of pounding, so use
  the pit area every time you can even if only for a second or two.

> General Hints for mastering tracks:

  Mute City I
     Use speed boosts to drive straight through the rough areas after
     the jump plate (cuts alot of distance and time).

  Big Blue
     Easy track.  At the higher levels (Expert and Master), don't try to
     lead the entire race.  Save the speed boosts for maximum effectiveness
     in the last 2-3 laps.  Use one boost coming out of the slippery zone
     on the straightaway, use other boosts (when needed) about 2/3 of the
     way through the track.

  Sand Ocean
     Speed boosts are most effectively used on the straightaway out of the
     last curve then past the pit area and for passing through the straight
     where the rough lines both sides (watch out for sharp curve after this).

  Death Wind I
     Hit every speed zone.  Let off excelerator through the pit zone to make
     an easy turn.

  Silence
     If using a car which corners really well, use the mine-laden short-cut
     to get to the jump plate.  If you miss the plate, recover by using a
     speed boost (try not to have to do this because it is really a waste
     of the boost).  Otherwise, use the speed boost through the last or
     first straightaway.  Master the double 90-degree turn (learn to cut
     straight across both corners).

  Mute City II
     same as Mute City I

  Port Town I
     Avoid the gravity bars at all cost, use speed boost on following
     straightaway.  Boosts are most effective if saved for last 3 laps
     so that one boost can be used after the gravity bars and another
     on the main straightaway after the last curve.

     For fun, if you come off the small jump plate at a right angle to
     the track, it is possible to jump all the way to the other side.
     However, the referee car will pull you back a long way.

  Red Canyon I
     Skip the first jump plate, hit the next two avoiding the slow-down
     zones (magnets).  Use boosts on the big straightaway after the last
     curve.

  White Land I
     Speed boosts are best used on the straightaway after the last big
     curve (cut corners on the small 90 degree turn - it won't damage
     you that much) or through the rough area where all of the jump
     plates are.  You can pass everybody at the jump plates if you
     drive down one side and just let your racer fall (don't pull back
     on the control pad for lift).  The technique is different depending
     on which side of the straight you use - on the right side it is
     straight forward as above (watch the last jump so you don't miss the
     curve), on the left side is better but be very careful not miss the
     curve on the last jump since there is very little to slow you
     down.  It is possible to cut the last curve entirely by turning left
     in the air as soon as you hit the last jump plate - this can gain
     alot of ground.

  White Land II
     Obviously, you need to be careful in the turns right before the
     big jump.  You should save your speed boosts for this jump just
     in case.  You must make the jump on the first lap without any
     boost, so be very careful coming around the slippery curve to
     maintain speed.  If your speed is less than about 380 kph or so
     (depending on the weight of the car), you will not make the jump
     easily.  Always push Down on the control pad for more distance
     and a soft landing.  It is possible to hit the second jump plate
     and skip to another section of track (again, the referee car will
     pull you back to a reasonable position).  If you can make the
     jump w/o the speed boost, save the boost until you come out of the
     curve after the jump - this straightaway is really wide and you
     will be able to pass alot of other cars.  Through the section of
     track where the hairpin turns are guarded by a wide section of
     force field, cut straight across to get in front of other cars.

  Mute City III
     Same as Mute City I except the "straight through" path is more
     centered to avoid the mines.  Don't hit the speed boost until you
     have centered your racer so that you won't hit mines.

  Port Town II
     Pretty much the same - Hit the small jump plate for speed, cut
     corners, and above all, avoid the walls.  There are alot more curves
     in this Port Town track than in the original, if you carrom off the
     walls here, you will fall far behind.

  Red Canyon II
     What a blast!  The extra long jump here only gains you a little
     time, but it is one of the most fun parts of any track.  If you
     hit both of the second two jump plates and land softly, you should
     have plenty of speed to make this jump w/o the boost.  By gaining
     time on this jump w/o boosting, you can use the boost on the
     straightaway to gain even more time.  If you don't have a boost and
     cannot make the jump, the mine field is very easy to negotiate
     anyway.  In most cases, you will be ahead to save the speed boost
     for the straightaway (although tempting to make that monster jump).

  Death Wind II
     This is a difficult track even at the easier levels.  The initially
     frustrating thing is that the drone cars will use the speed zones
     in the curved part of the track while you try to avoid them (because
     until you learn to use them, they will send you bouncing off the walls
     like an air-hockey puck).  There are two effective ways to remove this
     advantage.  1) As soon as you pass one of these speed zones, move to
     the right in line with it.  Usually, this will cause the car behind
     you that uses the speed up to hit you from behind giving you a push.
     In the expert and master levels, the drones get smart and can skirt
     around you anyway.  2) Use the speed zones.  To use the speed zones
     in the curved section, you must immediately slam on the brakes.  By
     the time you need to make the turn, you will be able to control your
     car again.  In the straight sections, you must hit the speed zone
     every time or you will fall behind.  It's nearly impossible to make
     it all the way through without taking considerable punishment, so
     try to coast through the pit area and use a speed boost once your
     speed zone boost has worn off.  Often, you will not be able to use
     all of your speed boosts since this is such a fast track anyway.
     If you can save them until the last 2 laps, you can use them more
     haphazardly (as long as your power level is holding out).  Don't try
     to lead on this track, it will get you killed.  If you can stay in
     the pack, go for third or second place in the last lap and be 
     greatful (or be dead).

  Fire Field
     This is a very long track and requires consistently good driving.
     Use the pit area on every lap (except maybe the last one) and learn
     to control your racer coming out of the speed zone.  Pass by the mine
     field on the left and when you reach the last mine, let off the
     excelerator and cut the first turn as sharp as possible.  Cut the 
     corner coming out of the hairpin turn into the straightaway.  Use your
     speed boosts on this straightaway and go straight over the rough
     areas.  Of course, avoid the gravity rails.  At the gravity rails, go
     through the right section of track to avoid traffic - the drones always
     use the left section even if you can force them over the barrier into
     the right (not as smart as they seem).  Again, at the more difficult
     levels, try to save up one or two speed boosts for the last 2 laps
     and don't try to lead the whole race.  If you can skip the pit area
     on the last two laps, you will gain time (the reason for saving the
     boosts).

----------------------------------------------------------------------------
--------------------- PERSONAL TIPS & TECHNIQUES ---------------------------
----------------------------------------------------------------------------

> Special techniques for Knight's League

Car Selection:
	
	The Blue car seems central to winning expert and certainly  
master level. In the higher difficulty levels the computer's method  
of keeping the positions of the other cars really starts to work  
against you when you get behind. As an example, after dropping back  
to fifth in the first lap on King's League Master (Mute City III), a  
come back to third is very difficult. On the other hand keeping a  
winning position is (realtive to coming back) easy.

	The Blue car allows you to gain good position initally  
without sacrificing too much top speed or damage. Quick comments  
about the other cars: The Yellow car is too light and too slow to win  
the Death Winds. The Green car is too slow off the block without  
enough top speed to make up for it. The Pink car is second only to  
the blue in terms of winning potential but it is completely  
unsuitable on the really curvey tracks (Fire Field, Sand Ocean) due  
to the terribly slow acceleration.

	Certainly other cars are better suited for certain tracks but  
judged based on suitability for all tracks, the blue car is the one  
to choose.

General Tips:

	Learn to use the swerve. The L and R buttons really give you  
nice control for passing. At first they are confusing and can make  
you run into walls. Indeed when just starting the game, using just  
the joypad is advisable. However go back and start using the swerve.  
The swerve works even in the air.

	Learn to bounce into walls right. Hitting a wall is bad but  
sometimes unavoidable. It is often better to hit a wall hard and  
bounce than scrape the wall. When you scrape you lose more speed than  
if you hit and bounce.

	Make sure you pull back on the joypad when going aerial. A  
pull back when you hit the ramp will give you greater height and  
doing so when you land keeps you from losing speed. Note that the top  
speed of a car in the air becomes 478 so you can go faster airborne  
in all cars but the Pink one.

	Learn when to let off the gas in the turns. This is trickey  
and really more of a feel than anything else. If you keep the gas on  
all the way through a turn, sliding as you go, you will often exit  
the turn SLOWER than if you had let off at the appropriate time.

	In general, stay aware of chances to miss portions of the  
track by using ramps. This is absolutely key in certain races. As  
well, don't miss speedup arrows if you can help it. Learn where to  
use turboes.


Knight's League Tips:

	Assumed is use of the Blue car. Some of the tricks work for  
other cars, some don't.

Mute City I:
	There are two keys to this track. The first is negotiation of  
the "graveled curves" immediately following the straightway with the  
ramp. In this section of the track, the actual walls are far back  
with gravel defining the edges. This is the key: Just as you are  
finishing the ramped straightaway, hit the turbo and make a sharp  
right OVER THE GRAVEL. Cross a section of the non-graveled track and  
enter the gravel again -- you will still be on turbo. After you exit  
this second section of gravel stay on the main track because your  
turbo is about to run out. By doing this you cut major distances and  
curves out of your lap circuit. As long as you hit the turbo right  
before you enter the gravel the turbo will maintain your high speed  
across the rough. 


	The other key is simply proper negotiation of the curve right  
before the finish line. This is a curve where you start sliding  
(under full throttle) and then let off part way in and the get back  
on the throttle. If you do it right, you should exit the turn in the  
415 to 420 speed range.

Big Blue:
	This one is easy. Use the turbo right after the sweeping  
right turn you can't quite make at full speed without letting off the  
gas and before the sharp turn left. You'll enter the sharp turn left  
still under turbo. Let off the gas through the turn and then hit the  
gas again before the turbo lets off so you get back up to speed.  
Other than this, just make sure you don't take the turns too wide.

Sand Ocean:
	This is the hardest track on Knight's League for all but  
Master play. There are several tricks to use. The first is to learn  
proper negotiation of the first sharp right turn. If you begin to  
turn a little early and then let off the gas partway through you can  
gain ground on the opposition.

	The swerves right after this right turn are really just an  
illusion. You can take a straight path through them using L & R to  
get your line right.

	Proper negotiation of the 180 degree hairpin is also key.  
Start wide, let off the gas partway through and come as close to the  
apex of the turn as possible.

	The curves before the other sharp right (just like the first  
one) can be brutal. Getting on and off the gas repeatedly and quickly  
can maintain speed while avioding sliding in these curves. Use a  
turbo just as you exit the sharp right turn that leads to the finish  
line. This is the only safe place to use it!

Death Wind I
	This is the second hardest Master's Level track. (FireField  
being the hardest.) The trick is to hit all the arrows and not to  
fall behind. It is better to counter the wind with minute changes to  
your attitude than the L & R buttons. The L & R seem to bleed speed.  
Other than that, just save the turboes for when you miss an arrow or  
need to recover. Do NOT fall behind.

Silence
	The key here is learn to take the alternate path. While the  
left path has mines and requires a trickey turn at the end, it is  
much shorter. It is quite possible to take the left route, go through  
the middle of the mines, make a sharp left and hit the ramp to jump  
the gravel.

	Learning to find a good line through the sharp turns is  
useful too, but hard to describe. It really just takes practice.

(songer@ei.ecn.purdue.edu)


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

FINAL FANTASY II

----------------------------------------------------------------------------
--------------------- PERSONAL TIPS & TECHNIQUES ---------------------------
----------------------------------------------------------------------------

> How to beat the Queen in the Land of Summoned Monsters

  The difficulty in defeating the Queen is that she keeps curing herself.
  To defeat any enemy which does this, as soon as possible, cast WALL on
  the enemy so that attempts to CURE self will reflect to someone in your
  party.  Remember, once you WALL the Queen (or any enemy) DO NOT cast
  destructive magic spells on her, rather use direct attacks (of course,
  CALL will not work in the LOSM, either).

  (craig@sae.com, et al)


> Methods for defeating Zeromus (the final boss)

  Buy a LOT of elixirs and use them on the paladin about every other
  round.  IE, attack, potion, attack, potion, etc...
  I won with the following combo. :
  Kain ( Dragoon ) : Jump w/ white spear
  Rydia ( Caller ) : Bahamut, Bahamut, Bahamut
  Cecil ( Paladin ) : attack, elixir, repeat
  Rosa ( White Wizard ) : White Spell
  Edge ( Ninja ) : "dart" excalibur, "dart" Ninja stars
  (ddalis@cs.ulowell.edu)


  I have finished the game and had similar problems (got killed twice).
  I then decided to wander about and build up a few more levels. Got to
  about level 67 or so. Then I kicked the guy all over the place. White
  mage should do cure4's on everyone at every turn (I may have used a wall
  on the paladin to start). Use the ninja stars for the ninja and jump with
  dragoon. I only had one person die and used a life2 the next turn to get
  'em back to full health.
  (machala@romulus.ti.com)


  Some of the things I did to defeat Zeromus:
  Cecil:  Straight ahead fight.
  Kain:   Jump attack
  Rydia:  Called Levia once, called Asura after that.  She "swooned" twice.
          Did not get her recovered the last time.  Had her about 2/3 of the
          battle.
  Rosa:   Had her use "besrk" on Edge when the battle actually began (after
          the crystal).  This caused Edge to strike on his own (didn't have
          to select "fight") at probably twice his normal rate.  He did this
          about 6 or 7 times.  
          Had Rosa use "life2" and "cure4" the rest of the time.
  Edge:   As mentioned above, he fought on "autopilot" for about 6-7 strikes.
          After that, I had him use "dart" and throw the swords I was carrying 
          (that he could use).  Throwing 'Excaliber' did about 8000 HP damage
          to Zeromus.  After the swords, I had him throw ninja stars.  He
          "swooned" right before Zeromus died.
  (steve@hpdmd48.boi.hp.com)




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

FINAL FIGHT

> Before beginning your mission through Metro City - On the title screen
  press and hold the L button, the press start.  This will take you to an
  Option Mode Screen which lists several programming features.  Press Up
  and Down on control pad to highlight, press X to change.  Use R button
  to play music and sound effects.
  (Nintendo Power, Nov '91)


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

GRADIUS III

> Random Weapons - Enter the manual weapons select screen and press 'X',
  'Y', 'X', 'Y', 'X', 'Y'.  Weapons will be randomly selected for you.
  (EGM, Nov '91)

> Reset From Controller - Hold 'L', 'R', and START to reset the game from
  the controller.
  (EGM, Nov '91)

> Super Demo - Hold the 'A' button until start-up demo begins.
  (EGM, Nov '91)

> Bonus Stages - There are bonus stages in levels 2, 3, 4, 5, and 7.
  Most bonus stages require that meet some condition and then fly into
  a seemingly solid area to enter the bonus area.  The conditions and
  areas are described below.

     Level 2 - (condition: none), fly into the first ship opening along
               the bottom of the screen in the last section of the stage
               before meeting the boss (area after the giant carbonated
               bubbles).
     Level 3 - (condition: must have destroyed all of the guns on the
               ground), fly up close to the low rock ceiling toward the
               end of the level right before the last "mountain".
     Level 4 - (condition: must have no power-up boxes lit at bottom of
               screen), fly into the back of the Moai head located in
               the middle of 3 heads toward the end of the level.  This
               particular head will be facing away from you and all 3
               heads are upright - difficult to explain location w/o
               picture).
     Level 5 - (condition: unknown), fly through the fire at the corner
               of the inverted volcano just before the small passage
               which leads to the 2-headed fire dragon.
     Level 7 - (condition: unknown), fly through low corner just after
               the 4 turrets where your ship would normally have to
               cut diagonally upward.

  (combined: EGM, Nov '91 / Nintendo Power, Jan '92)

  Random Note: You can tell that Nintendo goes to press well in advance
     of shipping (or at least the material is finalized) since the EGM
     spoilers for GradiusIII were out months ahead of Nintendo's AND
     Nintendo still did not have all of the information that EGM did.
     (Nintendo's "Pros" should read the trade rags)

> New SUPER Code - Once started, pause then enter the following sequence:
     Up, Up, Dn, Dn, L, R, L, R, B, A, start
  This will power up your ship with missiles, force field, all options, and
  more speed.  You can use this code once per level.  Original Konami code
  for Gradius and LifeForce will cause GradiusIII ship to self-destruct.
  (Nintendo Power, Nov '91)

> Extra Ships - On title screen hold left on control pad and press A button
  3 times then start.  This will give you a reserve of 29 ships.
  (Nintendo Power, Nov '91)

> Credit Increase - On title screen press X button as many times as possible
  before pressing start.  The number of restart credits will increase 1 for
  each 3 or 4 X presses.  The maximum credits humanly possible using this
  technique is probably 7.
  (Nintendo Power, Nov '91)

> Spread Your Options - Select R Option (rotating options) from weapons panel.
  Once you have acquired all 4 Options, collect enough power-ups to again
  hilight the "Option" option at the bottom of the screen.  Press and hold
  the A button to increase the radius of your R Options.  This will make the
  R Option as effective (probably more so) as any of the other Option types
  by covering a large portion of the screen.
  (Nintendo Power, Nov '91)

> Arcade Game Mode - On the Option Mode Screen, select Game Level and press
  the A button as fast as you can until the level reads "ARCADE".
  (VG&CE, Dec '91)


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

LAGOON

> Where is the Pendant?

> Thor tells you to find the pendant he dropped near some town...
  Enter the town and talk to the little girl who is wandering around
  just inside the town - she has it.


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

PILOTWINGS

> Bonus Stages - Get to bonus stages by accomplishing special maneuvers
  on the Rocketbelt and Parachute rounds.  Ignore the rings and other
  objectives in these rounds and maneuver over the moving platform in 
  each level.  If you can land on this portion of the target area, you
  will be taken to the bonus stage with a rating of 100 points.
  When using the rocketbelt, you will be transformed into a winged man.
  While winged, try to jump onto the trampolines and hit the power P's
  before landing in the middle of the target.  When using the parachute,
  you will be transformed into a penguin who must high dive into a
  multi-point pool.  The waters are separated by ropes which each
  designate different extra point values.
  (EGM, Nov '91)

  HINTS on landing on moving platforms:

  to land on moving platform with the parachute (level one):
	immediately rotate 90 degrees right when released (ignore rings).
	hold position until 630-40 feet, at which time pull ripchord and
	then pull a quick u-turn (180 degrees).  at 225 feet, rotate 90
	degrees right and line up with the moving platform track.  when you
	reach the track the platform should pass underneath you and then
	return underneath you (traveling the same direction as you) -- as
	soon as you see it flare and hold.

  to land in the water target with the hang-glider:
	hit thermal and wait till the glider levels out.  push up (dive)
	and right, drop to 150 feet, pull up and line up with the target.
	obtain level flight and flare repeatedly just before the shadow
	hits the bottom edge of the target (not much, you should be no 
	higher than 25 feet).

  to land on the moving platform with the rocket-pack:
	practice using the low burner and holding at 10 feet.  then
	practice stabilizing your position after moving forward (tricky).
	complete the course and stabilize yourself over the platform's path
	in a place where you can see it approaching (at a corner or end of
	the 'track').  drop like a rock the moment the edge of the platform
	hits your shadow.
  (tpehrson@javelin.sim.es.com)


> Level Codes:

     Level 2  - 985206
     Level 3  - 394391
     Level 4  - 520771
     Level 5  - (Heli): 108048
     Level 6  - 400718
     Level 7  - 773224
     Level 8  - 165411
     Level 9  - 760357
     Level 10 - 882943 (night-time Heli)
	(the level 10 code has not been independently verified)

  (VG&CE, Dec '91)


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

POPULOUS

> Level Codes:

  (NOTE: Additional codes for levels greater than 50 needed)

  level  password   terrain		notes
  -----  --------   -------		-----
     1   GENESIS    plains
     3   W3RTVD5R   plains       w=n,h?
     5   S1DW2L4R   desert
     6   L5W5ZM4T   desert
     9   M2NQ34L1S  desert
    12   M5R14R     snow ice
    16   W41VC4L1S  rock lava    s=5?
    19   M2MW2LJ5B  rock lava
    21   K2LL4T     bit plains
    23   SG5Q342LL  bit plains
    26   H1M5XJ5B   japanesque
    28   V4RV2K43L  japanesque   v=y?
    33   T2MK5PG5N  francaise
    38   L5WD2H2LL  cake land
    43   Q1Z1S4ND   silly land
    49   B3G4B5Y    piglet
    50   C1L34ND    bit plains   very high reaction speed
    53   K2LL41D5N  bit plains

  "Not all of these passwords have been tested.  So, if a password listed here
   doesn't work, frob the obvious substitutions:
	{S,5}	{V,Y}	{V,M,H,N,W}	{Q,G}	{B,8} "

  (loeliger@convex.com)


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

SUPER MARIO WORLD

> 1-Up Blocks - In the five tiered 1-Up chambers, Mario can collect all 5
  1-Ups if he uses his cape.  Spin jump and hit the lower corner of each
  block with the cape.  The first two block in each row yield coins, the
  third will yield a 1-Up.
  (Mario Mania)

> Berries for Yoshi - 10 Red Berries will cause an egg to hatch into a
  Super Mushroom.  2 Pink Berries will cause an egg to hatch into coins.
  3 Green Berries will add 20 seconds to the timer.
  (Mario Mania)

> Yoshi and Shells - If Yoshi spits out a Blue or Green Shell before
  swallowing it, it can be reused.
  (Mario Mania)

> Yoshi and P-Switches - After stomping a P-Switch, use Yoshi to pick it
  up.  When Yoshi spits it back out, it will again be reusable.
  (Mario Mania)

> Mario can take a direct hit from Banzai Bill if riding Yoshi.
  (Mario Mania)

> Mario can hold 2 items at once by stacking one on the other then
  picking up both.
  (Mario Mania)

> Magic Number 1-Up - If the tens digit of the star bonus achieved by
  breaking the goal post tape matches both the ones and the tens digit
  of the time remaining on the timer, you will earn a 1-Up.  (seems like
  alot more trouble than it's worth)
  (Mario Mania)

> 99 Mario Trick - Go to Chocolate Island 4 in world 6.  You must have a
  cape.  Get the first P-block and go down the grey tube.  Once in the
  tube, grab the second P-block and jump off the edge.  Hug the right
  wall until you see the seventh opening in the wall that is filled with
  1-UP mushrooms.  Float into the passage and grab the 1-UPs.  When you
  come out of the tube, go back to the left and repeat as many times as
  needed.
  (EGM, Nov '91)

> Top Secret Area - Get a cape.  Enter the first ghost house and walk to
  the right until the first hole in the floor.  Hold the Y button to spin.
  Run to the left until able to fly, jump and fly up the left hand wall 
  until you can land on a ledge to your right.  Run all the way across 
  the house, off the ledge, and out the door at the end.  Once you exit,
  you will have a path to an area where you can fully power up, get a
  Yoshi, and reenter for as many 1-UPs as you want.
  (Nintendo Power, Sep '91)

> Bonus Items - At the end of every world, carry a turtle shell, P-block,
  or an enemy through the high bar.  It will turn into a power-up item
  that you can use in the next world.
  (EGM, Nov '91)

> Get Back Into Castles - To reenter castles once you have destroyed them,
  press the 'L' and 'R' buttons at the same time while standing on
  the sight of the castle.
  (EGM, Nov '91)

> Just what is the utility of a Firey Mario in SMW? - Although you might
  not use Firey Mario much since a Caped Mario is so cool, 3 of the 
  Koopalings can be beaten by fireballs.  Hit Morton, Ludwig, or Roy 12
  times w/ fireballs and they are history.  This is particularly useful
  against Morton and Roy who move pretty fast once you get them upset.
  (Mario Mania)

> In Chocolate Island 1 there is a 3-Up Moon just beyond the midway
  gate, but to get it you must pickup and carry the springboard which is
  left of the midway gate (means you cannot reach the tape to break it).
  Carry the springboard to the level area left of the big crescent-shaped
  section.  If you jump as high as possible and then go right while in 
  the air, you can land on a set of clouds where the moon is.
  (Mario Mania)

> If you don't use the angled green pipe to launch Mario forward in
  Chocolate Island 1, then you will not get a midway gate.

> Just before entering the last area of Vanilla Secret Fortress (to face
  Reznor), you can earn many 1-Ups by repeatedly stomping the Bony Beetles
  at the Red Door (don't touch the ground - tread water).  At first this
  will just earn points, but the points increase and eventually become
  1-Ups.  This basic technique applies most places where an enemy can be
  continually stomped w/o touching the ground.
  (Nintendo Power, Sep '91)

> Power-Ups Between Stages - Carry a P-Switch or a Koopa Shell through an
  exit gate and the power-up item in the reserve box will transform as
  follows:

     Mario            Item In Reserve Box          Transforms To
     -------------    -------------------------    ---------------------
     Small            Empty                        Super 'Shroom
                      Super 'Shroom                1-Up
                      Fire Flower                  Super 'Shroom
                      Cape Feather                 Super 'Shroom

     Super            Empty                        Super 'Shroom
                      Super 'Shroom                1-Up
                      Fire Flower                  Super 'Shroom
                      Cape Feather                 Super 'Shroom

     Fiery            Empty                        Fire Flower
                      Super 'Shroom                Fire Flower
                      Fire Flower                  1-Up
                      Cape Feather                 Fire Flower

     Caped            Empty                        Cape Feather
                      Super 'Shroom                Cape Feather
                      Fire Flower                  Cape Feather
                      Cape Feather                 1-Up
  (Nintendo Power, Nov '91)

> All Stages, All Exits (Yes, Virginia, there are 96)
  (NOTE: exits marked with '*' do NOT contribute to the *96 total)

  Stage                    Exit 1                  Exit 2
  ----------------------   ---------------------   -------------------------
  Yoshi's House            *Yoshi's Island 1       *Yoshi's Island 2
  Yoshi's Island 1         Yellow Switch Palace
  Yoshi's Island 2         Yoshi's Island 3
  Yoshi's Island 3         Yoshi's Island 4
  Yoshi's Island 4         Iggy's Castle
  Yellow Switch Palace     Yellow Switch Palace
  Iggy's Castle            Donut Plains 1
  Donut Plains 1           Donut Plains 2          Donut Secret 1
  Donut Plains 2           Donut Ghost House       Green Switch Palace
  Green Switch Palace      Green Switch Palace
  Donut Ghost House        Donut Plains 3          Top Secret Area
  Top Secret Area
  Donut Plains 3           Donut Plains 4
  Donut Plains 4           Morton's Castle
  Donut Secret 1           Donut Ghost House       Donut Secret House
  Donut Secret House       Donut Secret 2          Star Road 1
  Donut Secret 2           Donut Plains 3
  Morton's Castle          Vanilla Dome 1
  Vanilla Dome1            Vanilla Dome 2          Vanilla Secret 1
  Vanilla Dome 2           Vanilla Ghost House     Red Switch Palace
  Red Switch Palace        Red Switch Palace
  Vanilla Ghost House      Vanilla Dome 3
  Vanilla Dome 3           Vanilla Dome 4
  Vanilla Dome 4           Lemmy's Castle
  Lemmy's Castle           Cheese Bridge Area
  Vanilla Secret 1         Vanilla Secret 2        Star Road 2
  Vanilla Secret 2         Vanilla Secret 3
  Vanilla Secret 3         Vanilla Fortress
  Vanilla Fortress         Butter Bridge 1
  Cheese Bridge Area       Cookie Mountain         Soda Lake
  Soda Lake                Star Road 3
  Cookie Mountain          Ludwig's Castle
  Butter Bridge 1          Butter Bridge 2
  Butter Bridge 2          Ludwig's Castle
  Ludwig's Castle          Forest of Illusion 1
  Forest of Illusion 1     Forest of Illusion 2    Forest Ghost House
  Forest of Illusion 2     Forest of Illusion 3    Blue Switch Palace
  Blue Switch Palace       Blue Switch Palace
  Forest of Illusion 3     Forest Ghost House      Roy's Castle
  Forest Ghost House       Forest of Illusion 4    Forest of Illusion 1
  Forest of Illusion 4     Forest of Illusion 2    Forest Secret Area
  Forest Secret Area       Forest Fortress
  Forest Fortress          Star Road 4
  Roy's Castle             Chocolate Island 1
  Chocolate Island 1       Choco-Ghost House
  Choco-Ghost House        Chocolate Island 2
  Chocolate Island 2       Chocolate Island 3      Chocolate Secret
  Chocolate Island 3       Chocolate Island 3      Chocolate Fortress
  Chocolate Fortress       Chocolate Island 4
  Chocolate Island 4       Chocolate Island 5
  Chocolate Island 5       Wendy's Castle
  Chocolate Secret         Wendy's Castle
  Wendy's Castle           Sunken Ghost Ship
  Sunken Ghost Ship        Valley of Bowser 1
  Valley of Bowser 1       Valley of Bowser 2
  Valley of Bowser 2       Valley Ghose House      Valley Fortress
  Valley Ghost House       Valley of Bowser 3      Larry's Castle
  Valley of Bowser 3       Valley of Bowser 4
  Valley of Bowser 4       Larry's Castle          Star Road 5 & Front Door
  Valley Fortress          Back Door
  Larry's Castle           Front Door
  Back Door                *END 
  Front Door               *END
  Star World 1             Star Road 1             Star Road 2
  Star World 2             Star Road 2             Star Road 3
  Star World 3             Star Road 3             Star Road 4
  Star World 4             Star Road 4             Star Road 5
  Star World 5             Star Road 1             Star Road 6
  Gnarly                   Tubular
  Tubular                  Way Cool
  Way Cool                 Awesome
  Awesome                  Groovy
  Groovy                   Mondo
  Mondo                    Outrageous
  Outrageous               Funky
  Funky                    Star Road 7 (Yoshi's House)

  (Mario Mania)

> Super Mario World Map

         **********
         *MAIN MAP*
         **********


                                  P3---27---28---29---30---31---32---.
                                                                |    |
                                                  .---34---33   |    |
                                                  |    |    '---'    |
                                                  P4   |             | 
                                                       |             |
                                                      35             |
                          P3      23------.            |             |
                           |       |      |            |             |
                      *---20      21--.   24       *  .'             |
                           |       |  |   |        |  |              |
                           '---18--'  22  25       '--'              |
                                |         |                          |
                                |         26                         |
                                |         |                          |
                                |         P4                         |
                                |                            .--38---37---.
           14                   |                            |   |        |
            |                   |                           41---+-------39--40
        .--13--------15---.     |                            |   |        |
        |   |        |    |     |                           42   '---43---'
        |   |        |    16---17                            |        |
   12---9   10--.    '-P2                           *---45---'    46--' 
        |   |   |                                                  |
        |   |   |                                                  |
        '---8   11--P1                 To Valley Of    P5          |
            |   |                       Bowser Map      \  48-----47
            |   *                           |            \  |
            |                               |             \ |
            7-.                   P6  .----56              \|
              |                    |  |             .--.    +
     1        6                    |  |             |  |    |\
     |        |                    '--55       51---+--50--49 \  
     |      5-'                       |        |    |  |    |  |
     |      |                         53-------52   '--'    '--'
     2---3--4


     **********************                         ************
     *VALLEY OF BOWSER MAP*                         *STAR WORLD*
     **********************                         ************

  19----P2                                               *
  |                                                     / \
  P1                                                   /   \
      *----58   59                              *-----54   57-----*
      |    |    |                                \               /
      60---61   62                                \__36  *   68_/
      |    |    |                                    /   |    \
      63---64---65---66---To Main Map               /    67    \
                                                   /    /  \    \
                                                  *----'    '----*
     P6-------44---------P5
                                                    *********
                                                    *SPECIAL*
                                                    *********
                                         
                                                     *--76--75--74--73--.
   ********                                                             |
   *LEGEND*                                          *--69--70--71--72--'
   ********

   1- Yellow Switch Palace   31- Butter Bridge 2         61- #7 Larry's Castle
   2- Yoshi's Island 1       32- #4 Ludwig's Castle      62- Valley Fortress
   3- Yoshi's House          33- Cookie Mountain         63- Valley Of Bowser 3
   4- Yoshi's Island 2       34- Cheese Bridge           64- Valley Ghost House
   5- Yoshi's Island 3       35- Soda Lake               65- Valley Of Bowser 2
   6- Yoshi's Island 4       36- Star World 1            66- Valley Of Bowser 1
   7- #1 Iggy's Castle       37- Forest Of Illusion 1    67- Star World 5
   8- Donut Plains 1         38- Forest Ghost House      68- Star World 4
   9- Donut Plains 2         39- Forest Of Illusion 2    69- Gnarly
  10- Donut Secret 1         40- Blue Switch Palace      70- Tubular
  11- Donut Secret House     41- Forest Of Illusion 4    71- Way Cool
  12- Green Switch Palace    42- Forest Secret Area      72- Awesome
  13- Donut Ghost House      43- Forest Of Illusion 3    73- Groovy
  14- Top Secret             44- Chocolate Secret        74- Mondo
  15- Donut Plains 3         45- Forest Fortress         75- Outrageous
  16- Donut Plains 4         46- #5 Roy's Castle         76- Funky
  17- #2 Morton's Castle     47- Chocolate Island 1      * - Star Road
  18- Vanilla Dome 1         48- Chocolate Ghost House   P1..6- Pipes
  19- Donut Secret 2         49- Chocolate Island 2
  20- Vanilla Secret 1       50- Chocolate Island 3
  21- Vanilla Dome 2         51- Chocolate Fortress
  22- Red Switch Palace      52- Chocolate Island 4
  23- Vanilla Ghost House    53- Chocolate Island 5
  24- Vanilla Dome 3         54- Star World 2
  25- Vanilla Dome 4         55- #6 Wendy's Castle
  26- #3 Lemmy's Castle      56- Sunken Ghost Ship
  27- Vanilla Secret 2       57- Star World 3
  28- Vanilla Secret 3       58- Front Door
  29- Vanilla Fortress       59- Back Door
  30- Butter Bridge 1        60- Valley Of Bowser 4
  
  (Jason Spielman AR4Y@VAX5.CIT.CORNELL.EDU)

----------------------------------------------------------------------------
--------------------- PERSONAL TIPS & TECHNIQUES ---------------------------
----------------------------------------------------------------------------

> How to beat AWESOME (in special world)

Here's how to beat AWESOME without having to worry with jumping on koopas
and bullets and all those nasty things at the end:

1. The goal is to cross the whole section at the end (where all the fish,
bullets, etc start coming at you like crazy) using a flying blue yoshi.

2. You may get blue yoshis very easily down on starworld 2 or 3 (the one under
water where the egg hatches -- small blue yoshi will eat a power star and
immediately turn into big blue yoshi.  At this point, press pause-select
to get out.

3. The hardest part is probably getting blue yoshi in AWESOME over to the
last pipe before the nasty section.  Once you get him there, try to eat one
of the turtle shells and/or turtles.  BUT HERE IS THE TRICK:  You will never
make it over the gorge to the end by flying at normal speed.  You have to fly
fast just as you would run fast by holding the Y button down, while flapping
"your wings" with the B button.  But watch out, if you press the Y-button AFTER
you eat a shell, yoshi will spit it out.  You must press Y before eating the
shell, and never let up again until you get to the end.  Flap like crazy and
you will make it over the gorge.

(jchristy@hplred.HP.COM)


> How to beat Funky in the Special World

   Ah, this was truly a nasty level. Get equipped with a Yoshi and a Cape from
   the level two spaces to the right. Then, at the very beginning, run to one
   block before you meet the first wiggly, then fly with Yoshi. When it looks
   like you're coming down, DON'T let go of any buttons. You will
   automatically get kicked further by the bullets firing off the canons. Keep
   this up till you reach the springboard next to two pipes.

   Then, the procedure I followed to carry the springboard to the next pipe
   was to first swallow the wiggly in the next area, pick up the springboard,
   run with it, jump, etc....

   This level gets my vote for MOST ANNOYING. Especially when that idiotic
   Yoshi runs away so many times. Talk about loyalty!
   (subbarao@Princeton.EDU)


> Favorite 1-Up tricks

  For someone who hasn't advanced far in SMW, the easiest source of
  one-ups is Yoshi's Island 2.  Enter with Yoshi, then bumping the block
  that normally gives Yoshi gives a one-up.  Use START and SELECT to
  jump out of the course and repeat as often as desired.  It is a little
  faster if Mario is caped and you enter at the middle of Yoshi's Island
  2.  Then one can get a life every 10 seconds or so with no skill
  required.  I generally run it up to the maximum of 99 lives in order
  to pay for the increasingly long trip back to Yoshi's Island.
  (jmc@SAIL.Stanford.EDU)

   In Butter Bridge 2, there is one green pipe with a small log platform
   on both sides (this is about 2/3 of the way through, also it's the
   pipe you come back up through if you go down the second purple pipe
   to ride the rope).  If you have a cape (there is a feather in the
   green "!" block right after the middle goal), get on the right log
   platform trapping the koopa between you and the green pipe.  Now, you
   can use the cape spin trick to continuously knock the koopa shell
   against the pipe to collect unlimited 1-Ups until the clock runs out.
   (craig@sae.com)


   There's a place where you can get unlimited lives
   (well, I guess up to 100, I never actually saw how far I could go) in the
   Sunken Ghost ship. Just before you enter the pipe to go the second portion
   of the ship, go to the left and up. There will be two bullet things that
   will keep shooting and they will hit your feet. First, you get 200, 400,
   800, ...., up to 8000, then you get 1-ups for every hit. So, I just sit
   there for a minute and rack up lives.
   (subbarao@Princeton.EDU)


   Here's the trick my wife and I use:
   In the Forest of Illusion (one of the acts on the left.) there is
   an act where there is a koopa "fishing" with a green mushroom. Ignore him.
   Get a shell and run to where you find the first pipe. There is a monster
   that comes out of the pipe and throws creatures at you. There is a depression
   in front of the pipe. Take the shell and throw it at the pipe, it will start
   to bounce back and forth. Everytime the guy in the pipe throws a creature
   the bouncing shell will kill it. Further, you can now "take the bait" from
   the guy in the cloud. He will also throw more creatures giving you more guys.
   It is possible to get 40-70 guys (depending on how good you are at getting
   the guy in the cloud to constantly throw in the depression) in one play of
   the scene.
	(songer@ei.ecn.purdue.edu)


   Go to the first world in the forest (the one next to the  Ghost
   House). Play through that World and touch the midway goal (the small goal
   post, ya know what I mean, right?). Then exit the world (start to pause,
   select to bail).
   Now go back into the world. You'll start at the midway post. Run to the
   right and you'll find a block that alternates between the diff'rent pow up-s
   in the game. Hit the block when it's a feather and you'll catch the invinc
   star. Now run to the right and hit every monster along the way. Soon, you'll
   start to earn 1-Ups and 2-Ups (from the centipede-like creatures). You should
   be able to get 15 lives or more before the star fizzes out.
   (jockc@hammer.idsila.com)


   In regards to extra lives, I found the best way is using (as someone
   else mentioned) the star.  I use the 5th special world (I'm pretty sure
   it's the 5th), I'm not sure what it's name is, but I can tell you that it
   is the one on ice, with lots of Rex's.  What you want to do is go until
   you get to the platform that has 5 coins and a ?-box above it.  You must
   carry the Power button with you to this point.  Hit the P, and get the star
   from the ?-box.
   Then jump up and down and touch all the cheep-cheep's that are flying back
   and forth.  When the P-power ends, and you fall (because the ledge turns
   back into coins) run to the left and kill everybody in your path.  I can
   consistently get 17-20 lives from using this method.
   (bri@wam.umd.edu)


   ...this is the 1-up method I use.  You get 40-50 lives, a power-up,
   and a Yoshi all at once.  I kinda like it, and you are welcome to add
   it to the list if you don't have it already.


   In Vanilla Secret 3, go to the midway tape.  Break the tape and leave
   the world.  Go back in the world, starting at midway.  Go right, until
   you come to a pipe.  In a music box above the pipe is a power-up.
   Continue right, avoiding paratroopers and spiked guys, over the
   chasm, and to the row of blocks above a field of venus fly-traps.
   Hit the bottom of the SECOND block in that row.  It is over the venus
   fly-traps, but with minimal practice you can hit it easily.  In the
   SECOND block is a P-Block.  DON'T JUMP ON IT!  Grab it, and take it with
   you.  While carrying the P-Block, return back to your left, over the
   chasm, past the pipe you saw before, and past the midway tape.  Continue
   until you get BETWEEN 2 pipes on the same screen.  Each pipe has a
   villian jumping out of it, and there is a chasm just to the left of
   the left pipe.  Set the P-Block down here.
   Jump on the P-Block, jump over the chasm on the left, and run as far
   and as fast as you can left.  Each turtle/villian has turned into a
   coin, and after ~5 of them they are all 3-ups.  Tons of 'em.
   The P-Block power will run out about the time you get back to the Yoshi
   block.  Get Yoshi, and leave the world.  ***NOTE: Don't leave the world
   until the game has finished couting up your lives!!!!  You get so many
   you have to wait till it counts em all.  Viola!  Many lives and a Yoshi.
   (jws@mtdcc.att.com)




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

SUPER GHOULS 'N GHOSTS

> Level select for Super Ghouls & Ghosts.

  Plug in BOTH controllers. Get into OPTION screen.

  1) Make option selections.
  2) Highlight EXIT
  3) Press 'L' button and 'START' simultaneously on the SECOND controller.
  4) While still holding these buttons, press start on the FIRST controller.
  5) You will exit and enter a level select screen.
  (sjs@hood.hood.caltech.edu)

  Compendium Note:
     This select screen gives you a level select, stage select (stage within
     a level), and the ability to play all of the music and sound effects.


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

SUPER R-TYPE

> Level Select - At start up, hold down the 'R' button and press up on the
  joypad 9 times.  The select will be signalled by a sound.  Once started,
  pause the game (by pressing start), hold down the 'R', 'A', and Select
  buttons simultaneously.  Choose the level by pressing up or down on the
  control pad.  The level selected shows up in lower left corner.
  (EGM, Nov '91)

> Instant Power Ups - On the title screen press the following key sequence:
  Down, R, Right, Down, Right, Right, Down, Right, Down, Down.  A tone will
  sound when entered correctly.  Once the game has started, pause.  Enter
  the following code: R, Right, Down, Y, Down, Right, Down, Left, Right,
  Down, Right, Right.  Next, you can select power ups as indicated below.

  PRESS ONE BUTTON FOR INITIAL ATTACK AND THEN ONE BUTTON FOR MISSILES.

  ---------------------          ------------------------
  |  Initial Attack   |          |  Missiles and Bombs  |
  ---------------------          ------------------------
    A     Sky Laser                A     Homing Missiles
    B     Ground Laser             X     Spread Bomb
    X     Reflect Laser
    Y     Spread Laser
    R     ShotGun Bomb

  (Nintendo Power, Jan '92)


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

U. N. SQUADRON

----------------------------------------------------------------------------
--------------------- PERSONAL TIPS & TECHNIQUES ---------------------------
----------------------------------------------------------------------------

> Methods for defeating:

Use the F8E until you can afford an Efreet
        First board - Tank:
                No weapons.  Shoot at the tank treads and dodge the rockets.

        First Air board -- Big Stealth:
                Hit the big Stealth with three clusters as soon you can see it.
                Be sure the grab the (3)power-up after the first cluster.  You
                have to be at least half way up the screen to get it.

                Next, hit the Stealth with bombs until it rises too high then
                launch your megecrusher.

                Get behind the Stealth and fire away, staying between the
                air charges and away from the center of the Stealth

   Sub:
                No weapons.
                Stay in the upper left part of the screen when you are
                not shooting the Sub.


   Land carrier:

                You don't need weapons.  Take bombs though.
                Get low on the deck.  You can shoot out the aircraft launchers
                and the rocket ports, but you have to change elevation a little
                and dodge around.  You don't have to raise up until the end.
                You will be below the big rocket fire.

                Once you have disabled everything except the big rocket 
                launcher, raise up to just above the mountain line and fire 
                at the top edge of the big rocket launcher.  He'll die fairly 
                soon.

        Second Air board -- Small Stealths

                Bombs and megacrucher.
                Use bombs to take the guys behind you.  Get above them.
                You have to keep up or your dead.  Use the megacrusher on the
                three Stealths.  They are weak now. Shoot-em-down.

        Mink battleship:

                His guy is hard.  Take all the weapons.

                Fire at the small gun on the front.  Raise up to the top of the
                screen before you get too close or the Unicorn will pass.  Be
                sure to get the Unicorn.  Try to hit the stacks until you get
                to the middle of the ship and then launch you megacrusher.
                It will knock out all the small arms in the central part of
                the ship.  Drop bombs on the rear big guns.  Get get below the
                deck for the turn around.  Raise and knock out he back small
                guns.  If you have enough fire power you can target the
                the two big guns and still stay away from their fire.  You have
                to get just high enough.  Once the big guns are gone, fire into
                the stacks (he'll flash when you hit the right spot). He'll die.
                You don't have to knock out the fron guns.	


        Forest Fortress:

                Take all your weapons, just in case...
                There is a Unicorn just before the fortress, but I can't
                figure out how to get it.  I got it once.

                Get to the level where you can hit the front cannon and the
                aircraft launcher at the same time.  You can stay here and
                clear out the whole front of the fortress. Don't move until
                you knock out the last cannon.  Raise up and hit the big
                cannon low.  Use you cluster bomb or regular bomb to take out
                the last aircraft.  The cannon will blow up if you hit it hard.
                Next, hit the rocket launcher.  I can't kill it first pass.
                Drop a few bombs on it at the same time you shoot at the second
                large cannon.  Get the fuel-up at the end.  Take out the
                rear small cannons the same way you did the front cannons.
                Go back to the rocket launcher and take'em out.

   SR71 Blackbird:

                Use napalm to get the rocket launchers.

                Use the gunpod once the air battle starts.  Get below
                the Blackbird with the gunpod and go to work.  That's all
                it takes.

   Cave Fortress:

                This one is pretty hard.  I've only beat it once so far.

                Take cluster, phoenix, gunpod and megacrusher.

                Shootdown everything until the second ground machine gun then
                use phoenix, until you get to the vertical assent.  Before
                entering the column launch a megacrusher.  Get up and over
                to the upper middle cavern, launch a second megacrusher.
                Use cluster until the vertical descent where you go back to 
                phoenix.  Use all your phoenix up.  Too many weapons get in
                way at the end.  There is a Unicorn at the upper right when
                you get to the one-eyed-machine.  Get the Unicorn, keep
                the conveyer belt clear with your gun and clusters.  Shoot
                the crap out of the eye (up close) with the gunpod.  The
                eye turns red and he dies.

      (jeff@iceax.dsd.es.com)

-- 
craig@sae.com
Administrator, SNES/SFC Compendium

"You could learn alot from a dummy"
------End Quote--------
Newsgroups: rec.games.video