[32m Paul Lawrie
[32m P.O. Box 8253
[32m Allenstown 4700
[32m Australia
[1mMAD PROFESSOR MARIATI
[32m1 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!
[1mMAGIC GARDEN
[32m1 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.
[1mMAGIC LAND DIZZY
[32m1 of 1 :
Type DIAMONDS AND PEARLS (including the spaces), then unpause the game
by pressing
. You should then have infinite lives.
[1mMAGIC MARBLE
[32m1 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
[1mMAGIC POCKETS
[32m1 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?
[32m2 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.
[32m3 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).
[32m4 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.
[1mMAJIK
[32m1 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!
[1mMANAGER (THE)
[32m1 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.
[32m2 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.
[32m3 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.
[1mMANCHESTER UNITED
[32m1 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!)
[1mMANHUNTER
[32m1 of 1 :
Use the minimum successful Kewpie Doll sequence that you already know!
[1mMANIC MINER
[32m1 of 1 :
Pause the game with , press and unpause with
again to get nine lives. Use this as often as you want.
[1mMANIC MINER II
[32m1 of 1 :
Pause the game with , press and unpause to get nine
lives. Use this as often as you want.
[1mMARBLE MADNESS
[32m1 of 2 :
At the beginning of level one, leave your marble stationary for a nice
surprise.
[32m2 of 2 :
At the end of level one, just stay where you are for a nice surprise.
[1mMEAN STREETS
[32m1 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
[1mMEGA-LO-MANIA
[32m1 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
[1mMENACE
[32m1 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
[1mMERCENARY - THE SECOND CITY
[32m1 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!
[1mMERCS
[32m1 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.
[1mMETAL MASTERS
[32m1 of 1 :
Press to freeze your opponent so that you can beat the... err...
(stuffing) out of him.
[1mMICKEY MOUSE
[32m1 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
[1mMIDNIGHT RESISTANCE
[32m1 of 2 :
Type IT'S EASY WHEN YOU KNOW HOW (including the spaces) on the title
screen for infinite lives and energy.
[32m2 of 2 :
Type SIAMESE on the title screen for infinite lives and energy.
[1mMIDWINTER
[32m1 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.
[1mMIGHT AND MAGIC II
[32m1 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.
[1mMONTY PYTHON'S FLYING CIRCUS
[32m1 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.
[32m2 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