======================== The Jetsons: Robot Panic ======================== Table of Contents: 01 - Introduction 02 - Gameplay 03 - Final boss 04 - Tips & strategies 05 - Other junk ============================================================================== Version History: ============================================================================== 1.0 - April 2018 - First whack. ============================================================================== 01 - Introduction ============================================================================== The Jetsons: Robot Panic is a neat platformer for Game Boy. It doesn't have too much depth to it, but it's easy and relatively fun, making it good for a quick pickup. ============================================================================== 02 - Gameplay ============================================================================== You play the game as Elroy, then Judy, then Jane, and finally George Jetson. Each character has their own unique ability, and when you play as George, you can use all 3. Elroy: Elroy can throw a ball with the B button. This is used for attacking enemies. Judy: Judy has spike-resistant boots that have an anti-gravity ability. Equip the boots in the Pause menu, and activate the anti-gravity by pressing UP + A. The anti-gravity uses Energy. Jane: Jane has a jetpack! Equip it in the Pause menu. Using the jetpack takes the place of regular jumping, so if you're out of Energy or just want to go back to regular jumps, un-equip the jetpack in the pause menu. George: All three powerups are available to George. Press B at any time to throw a ball, and choose between the boots and jetpack (or nothing) in the pause menu. Generally speaking, you want to reach the door marked "EXIT" in each level. It's not a particularly difficult game, so just make your way forward until you finish each level. If you get stuck, perhaps your special ability can help you. Each character can pick up boxes using the B button, then throw them with B again. This can be used to attack enemies, and sometimes the boxes hide powerups like health. Sometimes you'll find diamond-shaped collectibles that fill up a meter at the bottom of the screen. If you fill this meter all the way, you get a 1up. Though, if you're able to play long enough without dying to fill this meter up, then you don't need the 1up anyway. ============================================================================== 03 - Final boss ============================================================================== After you make your way through the last levels as George, you'll fight the final boss, Mr. Cogswell, who is apprently responsible for all the robots acting up. Equip the jetpack and stand on the lower left platform. Watch the pattern of lasers and Cogswell flying back and forth. You want to hit him with the B-button ball when his capsule opens up. The key to beating him is patience, since there's no real reason to develop any advanced strategies for beating him. Avoid the lasers, even if it means you don't get any hits in and you have to wait for the next opening. There is no time limit. When the capsule opens, hop up (if the cost is clear) and hit Cogswell with the ball. If you time it just right, you can get 2 or 3 hits in, but it's not worth pushing your luck to try and get more hits in. Even if you do just 1 hit at a time, it doesn't take all that long to beat him and finish the game. ============================================================================== 04 - Tips & strategies ============================================================================== - When playing as George, don't hesitate to pause the game and switch powerups, including switching to N (for no powerup.) It's tempting to use the jetpack for everything, but it's annoying to run out of Energy with the jetpack when all you're trying to do are basic jumps. Go ahead and unequip it when you don't need to fly up high. See spikes? Switch to the boots. Get in the habit of always equipping and unequipping so that you're always best prepared for each part of the level. - In the last level, when playing as George, there are many switches in the level that do various things. There may be some that do good or helpful things, but I got in the habit of making sure not to push any. The ones I pushed made the game harder. It's possible to avoid all of them (except the switches that flip gravity upside-down, but you'll know which ones these are because you can't proceed without switching them.) - The spike-resistant boots are very useful when dealing with spikes, but I only really found 2 places in the whole game where I needed to use the anti- gravity ability. Maybe there are secrets or shortcuts that can be accessed that way, but it's generally useless. - Throughout the whole game, there are doors that show what looks like a gear on them, that take you to other areas. Sometimes you can exit a different door and skip a part of the main level, and other times you have to backtrack to the same door you entered. Since there are hazards and robots in these "bonus" areas, I got into the habit of completely ignoring them, and I can get through the game just fine. If you're feeling adventurous, go ahead and explore these extra areas, but you don't need to at all. Many of them don't show any obvious benefit, and one of them led me to get completely trapped. ============================================================================== 05 - Other Junk ============================================================================== This FAQ was written by me; my name is Splain. Copy it if you want, but credit me. Comments, questions, or corrections can be sent to peoppozo.msn@com. But, you know, switch the . and @ around. ------------------------------------------------------------------------------