Paul Lawrie  P.O. Box 8253  Allenstown 4700  Australia MAD PROFESSOR MARIATI 1 of 1 : CHEMISTRY LAB: From the starting screen, head left and trip the switch that you find there. This turns off some of the deadly electrical devices and allows you to enter a previously inaccessible screen. Go up the ladder and walk to the left, then use the conveyor belt to fall down and collect the crowbar. Next make your way to the auto ladder. Use the crowbar and jump on the lever three times. Go up and collect the jam jar, before returning down and heading right to where the other jar is. Go down two levels and head right. Use the jam jars, and you will be able to read the tiny password and pass through the locked door. Go right. Collect the hammer and take it up to the top level. Head left and collect the phial (there's a clue about a "strong aroma"), and head down to where the 'test your strength' machine is. Use the potion and the hammer and you will ring the bell, revealing an oil can as your prize. Take this up to the upper-right hand screen and use it on the pipe and, voila, you have completed the level! MAGIC GARDEN 1 of 1 : Never have more than nine items in your pockets at a time. There is a key hidden in one of the drawers in the shed. The second time you enter the old tree, you should find a heart. Use it behind the bird table to fly. MAGIC LAND DIZZY 1 of 1 : Type DIAMONDS AND PEARLS (including the spaces), then unpause the game by pressing

. You should then have infinite lives. MAGIC MARBLE 1 of 1 : Level 1 - ADVERTISER Level 2 - EVERYWHERE Level 3 - TOOTHPASTE Level 4 - CONNECTION Level 5 - CLEVERNESS Level 6 - COPYWRITER Level 7 - TELEVISION Level 8 - CIGARETTES Level 9 - COMPLICATE Level 10 - IMPOSSIBLE Level 11 - INTERESTED MAGIC POCKETS 1 of 4 : The following file section (1 of 4) has been written by Biffa and Sean Griffiths of the Bitmap Brothers. Only the hardest sections are covered: GENERAL PLAYING HINTS: The Magic Pockets is relatively complex. We describe the simplicities here and leave the sophisticated stuff for you to work out yourselves. Suffice to say everything you do has a knock-on effect on the gameplay! The first law relates to the "kill count" concept. Each nasty that is "killed" increases the kill count (a "kill" is when a nasty explodes into sparks). This counter is used to effect the bonuses that are awarded for bursting a trapped nasty. The next bonus is indicated "behind" the lives hand and the power up hand. The second law concerns the "bursting" of a trapped nasty. The bonus sweets that are rewarded for doing this can be determined by the player. The rule is that the harder a trap is hit, the more bonus sweets will be delivered. For instance, falling from a great height will burst a trap into three or four sweets as opposed to one or two. The third law defines the "gold stars" effect. These are the players' way of gaining mega-power ups. A gold star will turn into a "mega-power up" when touched. The gold star's contents are directly effected by the number of silver stars previously collected. Gols stars and silver stars are both mini-power ups. The fourth law concerns the mini-power up bonuses. A mini-power up can be created at every 5000 points. To do this simply trap a nasty, and burst the trap - player scores 5000 points and he is then credited with a "power up". The "power up" is collected the next time a nasty is trapped and burst. Thus, if a bonus of 10,000 points is awarded, this will credit the player with two power ups, which will be collected as the next two nasties are burst. THE CAVES (SECTION 2): Where do we start with section 2? It's huge! Over 100 screens went into designing this section. Every type of power up and bonus can be found here if you're prepared to explore. Choose your direction and set off. Follow the arrow if you wish to find the bike and exit quickly (watch out for the Super Rockman, he's after your bike too) - ignore the arrow and explore the cavern at your peril. There are also loads of secret rooms - try and find the sweet machine room, jelly baby room, and the extra credit room. THE JUNGLE (SECTION 2): Kill the two nasties above you and trap all the gnats. Spin and burst - you should have a pile of lollipops to pick up. Next, move right, but watch out for the "roaming" chimps - they hang to branches. There are two bees at the top of the next tree - they are easy to kill but home in on you. Don't run away, as this will make things worse! Stand there and blast them. Drop down now, and you will find a bud at the bottom. Water it with a raindrop from your cloud and it will grow, spreading branches across empty space. Get the idea? Now move right and water the next one - this will take you to the top ledges. The next section containd snakes, fast ones, slow ones, and tough ones. Now move left, pick up the cocktails, and throw sweets to the venus fly traps - they're all "eaters". Trap them to get bonus power ups. Jump off the branch, and try to take out as many nasties as you can when you fall. Open the tack-bag at the bottom, leave it there, move right and climb up the tree's branches, picking up the bonuses as you go. Jump off the ledge again, pick up the bag, take a quick look at the TV and water the two plants (this will give you higher platforms to stand on). Climb the plants and spread some tacks. Drop through the gap, and drop through it again to pick up the bonus sweets. There are more bonuses, but be careful you don't drop back down to the start. Spin back up to the top - don't miss the bonus on the left - then spin up to the top again, watching out for the hostile fly-traps, and exit. The secret room in this section is full of stuff, and repeated transports will take you back here again and again. THE JUNGLE (SECTION 3): Blast all the chimps, and pick off the fly-traps. Then trap a snake, and burst it for "coins". This section is quite big, so pick your route carefully. Watch out for ven fly-traps with gnats in their mouths - they're worth double points. The "buds" here will grow into big plants. Try a secret room for coffee and tea (and bubble gum!). Try and work your way to the right as this is where the glove is. There are hidden ledges at the very top but how do you get at them? 2 of 4 : To make a teleport helmet on the last level, kill all the baddies (without trapping them) until the sweet counter shows the green wine gum. Trap the next baddie and jump on him to collect three sweets (which should take your score for the level over 5 000). Trap the next baddie and collect a silver star and kill the rest until you are back on to power-ups. Wait until the gold star shows behind your right hand, then trap the next beastie to get a gold star. The teleport helmet should now be yours. 3 of 4 : On the first level, enter three secret rooms using the teleport helmet. In the third secret room, you should find a golden chalice to the right. Pick this up and you will then start each level with full power-ups (fast shots, fast growing shots and the magic potion effect). 4 of 4 : When you lose your last life, keep your finger on and the game will start again, but your score will not reset. Keep doing this until you have reached 100 000 at which point you will become super-powered. MAJIK 1 of 1 : When the game first begins, go east as far as Boldok the Dwarf; and now give him your magical sphere. Before he has a chance to escape, kill Boldok. You will search him, finding your orb and a crystal. Take them both, and visit Capriol (the village idiot). Show crystal to Capriol and go E, E, S, S, - Capriol will show you to a hidden cave and then leave. To enter the cave, climb cave, use crystal Don't try to cross the escarpment with the rope - this is simply a programmer's play to get you to waste the magic in the orb while escaping! MANAGER (THE) 1 of 3 : Start a game with two managers and make the first put a player onto the transfer list. Then offer to buy the player with the second manager, but get the first to decline. In the next week, take the player off the transfer list and for some reason he'll have scored over 130 goals. Your team will then win 75 000 pounds at the end of the season. 2 of 3 : Take out a massive 500 000 pound bank loan at the start of the game and buy a few decent players. This will improve your team and your profits. If you encounter any other financial difficulties, simply take out another loan. 3 of 3 : Set up a four-player game and make three teams borrow one million pounds each. The first team's calculated average will drop to zero causing sponsorship funds to quadruple in value. MANCHESTER UNITED 1 of 1 : If the match isn't quite going your way, press the (or player two's fire button if the mouse isn't plugged in) and the game thinks that another player wants to join in, and freezes allowing you to win easily (if you're not already too far behind that is!) MANHUNTER 1 of 1 : Use the minimum successful Kewpie Doll sequence that you already know! MANIC MINER 1 of 1 : Pause the game with , press and unpause with again to get nine lives. Use this as often as you want. MANIC MINER II 1 of 1 : Pause the game with , press and unpause to get nine lives. Use this as often as you want. MARBLE MADNESS 1 of 2 : At the beginning of level one, leave your marble stationary for a nice surprise. 2 of 2 : At the end of level one, just stay where you are for a nice surprise. MEAN STREETS 1 of 1 : The locations of the eight pass cards are: SCIENTISTS HOMES NAV CODES Aaron Sternwood 0439 APARTMENT 4605 Arnold Dweeb 4610 Bakersfield 1710 Bash Dagot 4657 Bazil Mallory 2713 BEACH HOUSE 6470 Big Jim Slate 4921 Blaze Weiner 1715 Bosworth Clark 9932 Brenda Perry 4577 Cal Davis 3720 CALIFORNAI LAB 8911 Carl Linsky 4660/4663/4675 David Pope 6211 Della Lang 2111 Diamond Mine, Map 1700 Ed Bradley 7312 Gideon Enterprises, 4650 Greg Cale 4753/8911/1700 Harry Rice 1231 Hotel, Matchbook 5162 J.Saint Gideon 3819 Jerome Milbourne 4623 John Claus 7012 Jorge Valdez 4931 Larry Hammond 4935 Lola Lovetoy 4603 Los Angeles, Bus Terminal 5194 Los Angeles, MTC Office 5037 Maurice Gribble 8231 Melba Wiedbush 4122 Peter Dull 4676 Robert Knott 0132 Ron Meat 4525 Ron Morgan 1998/6470/1710 Sam Jones 0021 Sandra Larsen 4599 Smiley Monroe 3614 Sonny Fletcher 5170 Stanford Demile 3199 Tom Griffith 4590 Wanda Peck 4621 The passwords for the particular coloured cards are: COLOUR PASSWORD Blue Bishop Black Rook Purple Knight Green Pawn Orange Checkmate Grey King Yellow Queen Red Stalemate MEGA-LO-MANIA 1 of 1 : Second Epoch - BNYABDUNBHV or BNYABDUNBHY Third Epoch - COVCPMJVEBL Fourth Epoch - WKCCHIEUKNL or WKCCHIEUKNI Fifth Epoch - GATAVRXRONT or EMOADOXXHOJ Sixth Epoch - WWKDXGPXDBZ Seventh Epoch - KUUCTOPLGHV Eighth Epoch - PEHAJBPKZAQ Ninth Epoch - GYJDJHPNFHN Mother Battle - TJLBVSNNIGD MENACE 1 of 1 : Enter XR31TURBONUTTERBASTARD once the level has started and you can press the following keys: - level 1 - level 2 - level 3 - level 4 - level 5 - level 6 - replentish weapons - skip to end-of-level guardian MERCENARY - THE SECOND CITY 1 of 1 : Fly the dominion dart as usual, fly to above 350 metres, level off (your speed should be 1 781 km/h) and fire a missile. Pick the missile up once you get close to it and land. Go to 08,08, take the crashed intergalactic craft and go to 08,06, go underground, exit your ship and walk through the triangular door - bingo, you now have access to the authors' cheat-room where you'll get keys to every door, passes out of prison and the ability to carry oodles of goodies in your pockets! MERCS 1 of 1 : When on level five, go to the right hand side of the screen, just before you reach the tank, and blast the hedge blocking your way. Keep blasting until it explodes, then you can go past it and into a hidden area containing heaps of pick-ups. There is also a clowns head here. If you pick it up you will be given a weapon that destroys everything on contact. METAL MASTERS 1 of 1 : Press to freeze your opponent so that you can beat the... err... (stuffing) out of him. MICKEY MOUSE 1 of 1 : Enter 61315688 while playing a game and a flickering line should appear in the border. You can now press the following keys: - opens a door to the sub-game - starts a fight between you and a witch - obtains/refills your water pistol MIDNIGHT RESISTANCE 1 of 2 : Type IT'S EASY WHEN YOU KNOW HOW (including the spaces) on the title screen for infinite lives and energy. 2 of 2 : Type SIAMESE on the title screen for infinite lives and energy. MIDWINTER 1 of 1 : AT THE START OF THE GAME: You are on skis. Don't stop to snipe. Get as quickly as you can to the nearest garage. You need missiles against the bombers. Try to get a Wolf snow-buggy. You can dodge the mortars on skis the same way as on a buggy: turn quickly 90 degrees and speed off. If you stop to snipe, the mortars will get you. When you get the snow-buggy speed to your next point while blasting the bombers as they appear. TIPS ON INVULNERABILITY - Against Missiles Whether you are skiing or driving a snow-buggy, the moment you hear the missile being launched, stop immediately and begin to turn around. Keep turning on the spot. The missile will narrowly miss you then come back and keep pace alongside you for a while until it finally speeds off to clobber someone else not so smart. - Against Mortars Watch for the bomber. It will always come over the horizon in front of you. If you are stopped, wait until it is approximately half way to you (otherwise it may be able to dodge your missile) then blast it. If you are moving quickly, blast it the moment it appears over the horizon. If a bomber does manage to drop mortars, turn 90 degrees quickly and speed off. MIGHT AND MAGIC II 1 of 1 : To earn heaps of experience points, make a backup of your original play disk. Now boot and insert the disk that contains your characters. Save them onto your second backup by going to the Inn. Buy three tickets (green, yellow, red or black) and try to win in all three arenas. Remember to save after each victory. Once you have a victory in each arena, go to the castle where the bishop is held captive. Before entering flick the write protect tab to protect your disk. Then enter and free the bishop with the correct key. He will give you experience points if you have won three fights of the same color. Exit and go to town. Open write protect tab and save at the Inn. You can repeat this several times. Once you have acquired mega-experience, save your party using your original backup of the play disk. MONTY PYTHON'S FLYING CIRCUS 1 of 2 : Enter your name as SEMPRINI on the high-score table and you will be able to start on any level up to the one you reached in the previous game. 2 of 2 : PART 3: On level three it's back to blasting, but here your timing is rather important considering the number of adversaries Gumby faces. Search every conceivable exit off-screen to get to hidden bonus screens and try to take out every block of cheese for end of level bonuses. Take advantage of the Lupins - they remove many creatures and generate plenty of food bonuses. The Gumby-bird control is very similar to that of Gumby-fish, only the bird drifts slowly down the screen. CHERUBS come in almost unlimited numbers, so blasting your way through them is about your best bet. They enter the screen vertically, then turn and fly off horizontally depending on which side of them Gumby is at the time they change direction. You may also find it useful to occasionally make space by setting off the 16 ton weights that fall out of the holes in the floor above. POINTS 200 HITS 1 LITTLE MEN sit and fire regular sprays of three bullets at you. It's recommended that you find ways of ducking down and out of the way of their bullets, and then popping back up to let loose a fish. This requires timing, but it's most probably the safest method to deal with them. The more gung-ho players may favour killing the Little Men with a carefully activated 16 ton weight... However you kill them, you end up with a food bonus when they expire. POINTS 400 HITS 6 HELL'S GRANNIES are invulnerable. They hang upside down from ropes and explode should Gumby get too close. UPPER CLASS TWITS move vertically only, but turn to face Gumby so there's no nipping around the back of them to get some shots in. The best tactic for these is to use cheese blocks as cover from their bullets, lobbing the odd well-placed halibut between the gaps in the blocks. Some of the Upper Class Twits reward you with a food bonus when shot, but you have to be quick to collect it before it falls off-screen. POINTS 400 HITS 6 By a strange twist of program design the FLYING SHEEP operate in virtually the same manner as the Piggy Banks on Level One. They fire vertically in Gumby's direction, but when they fire is decided at random. The best tactic for Flying Sheep is to try to get rid of them as soon as they appear. It's also quite helpful to let them gather in groups behind cheese blocks, so that when the block is shot away the flock quickly goes off to the left, giving Gumby a reprive from the constant triggering of sheep. POINTS 200 HITS 2 Constantly produced by the Gas Cooker at the end of the section in question, GASMEN shuffle left across the screen. However should Gumby get in a vertical line with one of them, he automatically launches himself up the screen straight at Gumby. Gasmen explode on contact with the landscape, so it's not altogether a bad idea to hide from them by ensuring that there are some cheese blocks between them and Gumby. POINTS 200 HITS 2 THE GAS COOKER ultimately turns into a SPAM bonus. You can't exit this section without killing the Cooker. It generates Gasmen at an alarming rate along with the odd trajectory bullet. Tactics for this one are to lead its fire and Gasmen by placing Gumby to the left of it, doing yuour best to get a shot in at it when you can. Then once, say two or three Gasmen are heading towards Gumby, fly up and to the right, above the Cooker - this makes the Gasmen launch up the screen. As soon as it's safe to do so, fly quickly back left to the position you were in and repeat Gasmen, but to get shots in on the Cooker and get rid of the Gasmen by forcing them to fly up and off the screen. The trajectory bullets should take care of themselves. But watch out for them, they still hurt. POINTS 1000 HITS 15 LUMBERJACKS alway appear in the windows in the background and throw three regular sprays of pressed flowers, followed by an axe. It takes eight hits to kill a Lumberjack, so it's a matter of positioning Gumby so that fish may be hurled during the time the sprays of flowers are thrown. Bear in mind that the axes follow an unusual arc which forces Gumby out of line with the Lumberjack. The trick here is to get back in line as fast as possible after each axe has been thrown. POINTS 600 HITS 8 FLYING HANDS follow regular paths and do not shoot bullets. It's worth blasting these cannon fodder completely away - particularly the ones that appear before Gumby gets to the second Lumberjack on the Lumberjack 'section'. POINTS 100 HITS 1 As if you hadn't expected it, the SPANISH INQUISITION are back once more, hurling pillows and turning into SPAM when shot. To exit the Lumberjack 'section', completely remove the Spanish Inquisition - a task which requires similar timing to that employed earlier with the Lumberjacks themselves. Position Gumby in line with the Spanish Inquisitor to get some shots in, allowing the feathers from the exploding pillows to fly pas him. Every fourth pillow is thrown with a slightly different trajectory, such that the feathers from the pillow cover the space Gumby occupies, so it's a good idea to learn the timing, anticipate the shots and move away as quickly as possible. As with the Lumberjacks, returning to your relatively safe position as quickly as possible determines how quickly you can kill them all. POINTS 1000 HITS 15 If you see a BABY GANSTER, take it out as quickly as possible. Baby Gansters are produced by the end-of-level ganster chicken, Eggs Diamond. Position yourself at the top of their movement arc and let loose a couple of fish! POINTS 100 HITS 2 As mentioned, EGGS DIAMOND is dangerous and constantly spawns a great many lethal offspring as well as a fair few bullets. This piece of not-so- paltry poultry isn't terribly difficult to kill, as long as you can maintain a position that gets hits on the Baby Gansters as well as Eggs herself. POINTS 1000 HITS 15