Super Smash TV FAQ/Walkthrough Copyrighted by Acclaim 1991 Written By: Brian P. Sulpher E-Mail: briansulpher@hotmail.com Version 3.0 I dedicate this to Chris Dobec. You introduced me to the Smash TV world on NES, and I have always enjoyed the games we played. I hope we can sit down sometime and rehash some new memories. Also, for Cougar. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. ----------- Version 1.0 ----------- -Submitted guide on August 16th, 2002 ----------- Version 2.0 ----------- -Submitted guide on January 25th, 2004 -Altered format -Altered content slightly to make it easier on the eyes and more comprehensive ----------- Version 2.5 ----------- -Submitted guide on October 21st, 2004 -Altered format to make it easier on the eyes and to better organize it -Corrected a few small errors within the body of the 3 Arenas ----------- Version 2.6 ----------- -Submitted guide on March 11th, 2005 -I added in Honestgamers as a site allowed to use my FAQs ----------- Version 2.7 ----------- -Submitted guide on January 31st, 2006 -I added in Retronintendo as a site allowed to use my FAQs -Altered some format in a few areas ----------- Version 2.8 ----------- -Submitted guide on December 1st, 2016 -Updated weapons and items information to be more accurate -Updated Boss fights to be mroe accurate -Updated some small errors and informational pieces throughout the FAQ ----------- Version 3.0 ----------- -Submitted guide on December 2nd, 2018 ------------------------------------------------------------------------------- -------------------------------Table of Contents------------------------------- ------------------------------------------------------------------------------- 1) Introduction 2) Controls 3) Enemies 4) Items 5) Weapons 6) Menu Options 7) Arena 1 8) Arena 2 9) Arena 3 10)Secret Rooms 11)Pleasure Dome 12)Codes And Tricks 13)Final Word ------------------------------------------------------------------------------- --------------------------------Introduction----------------------------------- ------------------------------------------------------------------------------- 1) The Year is 1999. Television has adapted to the more violent nature of man. The most popular form of television remains the game show. One show in particular has dominated the ratings. That show is Smash TV. The most violent game show of all time. Two lucky contestants compete for cash and prizes. Each contestant is armed with an assortment of powerful weapons, and sent into a closed arena. The action takes place in front of a studio audience, and is broadcast live via satellite around the world. Be prepared. The future is now. You are the next lucky contestant! With these words guiding you into the game, you are now in for the fight of your life as you face many diabolical creations. From foot grunts all the way to the demented bosses, you will need to be fast, cunning, lucky, and a little crazy to succeed. Did I also mention you are going to be collecting cash, silver, gold, and amazing prices in the process? You do go in with some assistance however, and you should seek out the power-ups that litter the killing floo... err... the Arena. You will face an awesome challenge, but never fear, this guide will have all the good to help you get to the end to face the Mystery Boss! ------------------------------------------------------------------------------- -----------------------------------Controls------------------------------------ ------------------------------------------------------------------------------- 2) This section will review the controls of the game, and give you the abilities to not only survive, but easily win more money than your opposition (2 player game only). D-Pad..............: Moves your character in direction pressed. Also selects menu options at the beginning of the game. SELECT.............: No apparent use. START..............: Starts game. Pauses/unpauses game. Y Button...........: Shoots directly North. X Button...........: Shoots directly West. B Button...........: Shoots directly South. A Button...........: Shoots directly East. Y Button + X Button: Shoots Northwest. X Button + B Button: Shoots Southwest. B Button + A Button: Shoots Southeast. A Button + Y Button: Shoots Northeast. ------------------------------------------------------------------------------- ------------------------------------Enemies------------------------------------ ------------------------------------------------------------------------------- 3) This section will look at each type of enemy you will face in this tough fight to survive, and win the cash. o-------------o | Foot Grunts | o-------------o They appear in very first room. They have no projectiles, move slowly, and are very predictable in their movements. These guys use no finesse, and try to mob you with superior numbers. Just keep moving and shooting, and these fellas will never really trouble you (provided they do not have any back-up). One shot of any gun will destroy them, as well as protective items (see section 4). Purple shirted Grunts move much faster than the more common (and sluggish) Green shirted Grunts. o--------------o | Mr. Shrapnel | o--------------o A red coloured rolling mine. These guys will roll around the room (usually on the outskirts), and after a designated amount of time, they will shake, and then blow up sending sharp pieces of metal out in a circle surrounding ground zero. Multiple shots to destroy (except Rockets, which do it in one shot). Also, Force Fields destroy them on contact. o------------------o | Stationary Mines | o------------------o These are already in a room when you enter, and do not move as the name suggests. They can not be destroyed, except when stepped upon (which will kill your dude). These are not too bad, but in a tight situation these are deadly because they are easily triggered while sprinting away from droves of chasing enemies. o-----------o | Red Swirl | o-----------o These little baddies can be exceptionally evil to deal with. They often will appear in a room, right near the start (trying to catch you off guard), and they do not die easily. There power is their fast mobility, but are relatively weak. The trick is to shoot the one part that will cause the rest of it to dissipate. However, that can take one shot, two shots, or more than ten to accomplish! The way they go down is you need to hit the right ball in their body, but there is no way to pick out which one. A dangerous opponent, especially when combined with some cover from other enemies (they can pass right through their allies while using said allies as cover from your fire). Vulnerable to the Force Field Power-Up, plow right through them when you have it. o-------o | Tanks | o-------o These rolling cannons move about freely in the arena, and fire volleys of five bullets at a time. Very tough armor, so they take multiple shots to destroy, except for the Rockets (as explained later). They can show up in groups as large as three at one time. Vulnerably to Force Field. o--------------o | Wall Snipers | o--------------o Shoots volleys of five bullets at a time, and they start right in the room immediately. Only found in designated rooms, they will not appear once they are taken down. These tough guys take multiple shots no matter what weapon is used (Rockets are the fastest way). Not vulnerable to protective items, so you better shoot them at every opportunity to remove them as fast as possible. o------o | Orbs | o------o These customers enter the arena in multiple numbers, and try to slice and dice your character with a laser grid. Multiple shots required (except for Rockets), and Protective items also work. o------o | Film | o------o These are flying canisters of film can be a real pain. They fly in groups of up to 5, and take multiple shots to destroy (Rockets excepted of course). Usually only show up in small numbers, and will often be combined with Disc Snakes and Red Swirls. Protective Items will also destroy these guys. o------------------o | Plastic Warriors | o------------------o These guys show up in great numbers, and act similarly to Foot Grunts. These guys are faster, smaller, and a little more unpredictable in their movement patterns. They also combine into large swarms easier than most swarming enemies. Also note that they take a second longer to die, thus delaying more bullets from passing by, thus making them dead shields for their buddies frequently. One shot to kill, and protective items work as well. o------------------o | Segmented Snakes | o------------------o These segmented fellows fly around the Arena, usually dogging your fleeing feet. Many shots required just to kill one segment (Guess what? Yep, Rockets excepted), and each segment needs to be destroyed separately. Force Fields work as well. These also show up in single segments, but this is a far rare form for them to take (they do tend to be more numerous in these sitautions). o------------o | Red Grunts | o------------o These guys are another swarming tactic enemy. Kind of an upgraded Foot Grunt, these guys move in sudden, jerky movements. Quite large, they are easy to shoot, but there a lot of them to actually shoot. One hit kills them, and protective items work as well. o-----------o | Snake Men | o-----------o Yet another Swarming tactic enemy. They appear in large groups, and are deceptively quick as they home in on you, using their diagonal walk to cover gaps quickly. The usual one shot kills with protective items working as well. They are Purple and Yellow robed Snake Men, and the Yellow are much faster (and more one minded in tracking down your dude). o--------o | Snakes | o--------o A unique enemy since they always enter from the top, but they not only enter through the doors, they can also spew out of the statue decorations on the wall as well. They appear in humungous swarms, often continuing to appear for most of the fight in that room. One hit kills, and protective items work as well. o------------------------o | Purple Segmented Snake | o------------------------o These fellas are much shorter than the original Segmented Snakes, but these guys are quicker, tougher, and even more evil with following you everywhere. Multiple shots to kill (exception of Rockets), and Force Field works as well. All segments must be destroyed individually, and they will rejoin the other segments if separated from the group. o---------------o | Buzzsaw Blade | o---------------o These appear if you spend too much time in a room cleared of enemies. These fellas are invulnerable to all weapons, so always hustle to the next room. Also, they are utilized by Scarface, and Twin Cobras during their boss fights in Arena 2 and Arena 3 respectively. You can slow them down by firing your weapons at them, but they will keep coming at you in a homing missile fashion (till they get you or you find your way into a new room). o------------o | Mutoid Man | o------------o The Boss of Arena 1, he is a man's torso mounted onto tank treads with two wall cannons mounted on the front. See Arena 1 for more details on his attacks, and how to beat this mean customer. o----------o | Scarface | o----------o The Boss of Arena 2, he is a large, floating face with protective plating. See Arena 2 for more details on his attacks, and how to beat the hardest boss in the game. o-------------o | Twin Cobras | o-------------o The Bosses of Arena 3, these are two extremely tall snakes, and both must be taken down. See Arena 3 for more details on there attacks, and how to beat this somewhat easy boss. o-----------o | Evil M.C. | o-----------o The REAL last boss is similar to the Arena 1 boss. See Arena 3 for more details on his attacks, and how to go about sticking it to the annoying game show host doppelganger. ------------------------------------------------------------------------------- ----------------------------------Items---------------------------------------- ------------------------------------------------------------------------------- 4) This section will look at all of the items you can collect in the arena. o------------o | Gift Boxes | o------------o These are the fabulous prizes available to be won, and they are different. There are three different types of prizes per level, with each box coming in their own individually coloured box. o----------------o | Monetary Items | o----------------o These include cold hard cash, silver bars, and gold bars. These do not yield any points immediately, but do count towards your end of round bonus (provided you survive to your end of round bonus, of course). o------o | Keys | o------o These items have no apparent use when picked up, but still collect as many as you can anyway. Why, you say? Well, collect enough, and you may find out... Or see Section 13 for more information. o---------------o | Question Mark | o---------------o There are five of these in the game, and if you get all five, you will unlock a new way to play the game! See Section 11 and Section 12 for more details on this. o---------o | Sneaker | o---------o This item is a white outlined box, with a green background to a foot. This item will increase your running speed for a set period of time. o------o | 1-Up | o------o This little face will net you an extra shot at the fabulous prizes! You will know you grabbed one whenever you hear the loud uttering of one word: "DUDE!". o-------------o | Force Field | o-------------o A yellow box with a diamond outline indicates this useful item. It gives invulnerability to your character. It gives a green aura, and after a few seconds switches to red. When that disappears, you are no longer invincible. Running into foes will destroy them, and you can make great use of this item to clear droves of enemies. o--------o | Shield | o--------o This asterisk on blue item gives you five asterisk blades circling your character. These will fly off after taking a few hits. Mechanical opponents will usually flip these away while taking minimal damage. o------------o | Smart Bomb | o------------o This dandy little item is just what it says: a smart bomb. It will destroy all enemies on the screen (except Stationary Mines). ------------------------------------------------------------------------------- ----------------------------------Weapons-------------------------------------- ------------------------------------------------------------------------------- 5) This section will list all of the weapons, how they fire, and what kind of damage they can deal. You can check how much ammo a gun has by checking under your score. i.e. 009765435 - - - - - - However how many dashes are green, is how much ammo remains. Each weapon comes with varying amoubts of rounds in the chamber, based on weapon type, and the difficulty mode you are playing (Easy 33% more than Normal, Hard 33% less than Normal). Also, your original gun never runs out of ammo, so fire continuously when you are between specialty weapons. o------------------o | Grenade Launcher | o------------------o It is a green ball in a square. This weapon has short range, but has a high stopping power. Mechanical opponents fall quickly to these projectiles. o----------o | Spreader | o----------o This gun gives you a multi-angle shot pattern. It goes in sets of three, and is excellent for getting rid of large groups of enemies quickly (especially swarming enemies). o---------o | Rockets | o---------o The most powerful gun in the game, this weapon flies right through smaller enemies, and it will often destroy mechanical enemies in one hit. o----------------o | Grenade Lobber | o----------------o This appears in boss rooms only. It it evens tronger than the Rockets weapon, but it lobs in the air about 50 to 60 percent of the way across the screen before landing. You can also bounce shots off the walls of the Arena, so keep that in mind if an enemy is not reachable with a direct shot. Very useful for Scarface, and it will do a big amount of damage to any boss. o---------------o | Orbitting Orb | o---------------o Also called an Option. this item acts as a second gun platform for you. It rotates around your character, and fires off a bullet whenever your gun does. It will disappear whenever it is touched by an enemy (but not by one of their projectiles). Just be warned that this item will deplete your special weaponry charges twice as fast as you normally would, and the Grenade Lobber will not get two shots off at once like all other weapons. ------------------------------------------------------------------------------- --------------------------------Menu Options----------------------------------- ------------------------------------------------------------------------------- 6) This section is going to look at the different options available to switch around for varied gameplay. o----------------o | One/Two Player | o----------------o Allows option of One or Two player action! o-------o | Skill | o-------o Easy..: Game ends prematurely, ending at Arena 1. Normal: Goes the distance, ending at Arena 3. Hard..: Goes the distance, ending at Arena 3, with small specialty weapon clips. ------------------------------------------------------------------------------- ----------------------------------Arena 1-------------------------------------- ------------------------------------------------------------------------------- 7) This Section will list all of the rooms in Arena 1, and it will list the best path to take (points and secret rooms). The map will make it easier to visualize the proper path (the out of place marks on the walls show the exit for each room you should take). +-----+--|--+-----+ | |6 |7 | | | - | | | | | +-----+-----+-----+--|--+-----+ STUDIO |1 |2 | |8 |9 | start | - | | - | point | | | | | | +-----+--|--+-----+-----+-----+ |3 |4 |5 | | - - | | | | | +-----+-----+--|--+ (This goes to 6) 1 Arena 1 2 Collect PowerUps 3 Eat My Shrapnel 4 Total Carnage 5 Secret Room #1 (not on map shown at beginning of Arena) 6 Meet Mr. Shrapnel 7 Bonus Prizes 8 Tank Trouble 9 Meet Mutoid Man o---------o | Arena 1 | o---------o Enemies : Foot Grunts. Descriptions: Slow moving room to introduce you to the game controls, and some of the more common power-ups/items. Note that the Orbitting Orb, Spreader, and Rockets will not spawn. Direction : Take the East Gate to exit. o------------------o | Collect PowerUps | o------------------o Enemies : Foot Grunts, Mr. Shrapnel, Stationary Mines. Descriptions: Introduces two new enemies in Stationary Mines (3 of them), and Mr. Shrapnel (up to 2 at a time). The Foot Grunts are the swarming enemy of the room. Direction : Take the South Gate to exit. o-----------------o | Eat My Shrapnel | o-----------------o Enemies : Foot Grunts, Mr. Shrapnel, Stationary Mines. Descriptions: There is a large line of Foot Grunts encircling you when you enter, so shoot a hole through the line, and run away while shooting. Mr. Shrapnels come in a set amount in this room (18 in all). Direction : Take the East Gate to exit. o---------------o | Total Carnage | o---------------o Enemies : Foot Grunts, Mr. Shrapnel, Red Swirl, Stationary Mines. Descriptions: Again a very similar room as the last two, but with a little twist; a Red Swirl will appear partway through to try and ambush you (just past the 1 minute mark), as a penalty for being in the room too long! Just keep shooting, and it should break apart fairly easily. Direction : Take the unmarked East Gate to exit. o----------------o | Secret Room #1 | o----------------o Descriptions: Gather the two large sets of fabulous prizes, and then the question mark. Direction : Go through the South Gate to exit. o-------------------o | Meet Mr. Shrapnel | o-------------------o Enemies : Foot Grunts, Mr. Shrapnel, Wall Cannons, Stationary Mines, Tanks. Descriptions: Shoot as much of the Mr. Shrapnel/Wall Cannons as you can, and be ready to dance around the onslaught of enemies, which now has support from the Tanks. Otherwise, use the usual tactics to get through the room. Direction : Take the East Gate to exit. o--------------o | Bonus Prizes | o--------------o Enemies : Foot Grunts, Mr. Shrapnel, Tanks, Stationary Mines. Descriptions: This is a money room, so collect the two sets of fabulous prizes. during the second sets appearance, opponents will start to arrive. The usual shenanigans ensue until Tanks might appear toward the end of the enemy run for this room (so be ready). Direction : Take the South gate to exit. o--------------o | Tank Trouble | o--------------o Enemies : Foot Grunts, Mr. Shrapnel, Tanks, Wall Cannon, Stationary Mines. Descriptions: Shoot as much of the Mr. Shrapnel/Wall Cannons as you can, and then it is just your usual Foot Grunt swarm, with a single Tank every 8 seconds, and 2 Mr. Shrapnel, until either the room ends, or you kill enough of those Tanks/Mr. Shrapnels. Direction : Take the East Gate to exit. o------------o | Mutoid Man | o------------o Enemies : MUTOID MAN, Red Swirl, Mr. Shrapnel, Stationary Mines. Descriptions: This is the first boss room, and here is the basic lay-out of the fight: waste the lone Red Swirl, waste the Wall Cannons, shoot with special weapons at Mutoid Man, and destroy Mr. Shrapnel whenever they appear. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~ MUTOID MAN STRATEGY ~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mutoid Man has many pieces to shed before he finally will bite the biscuit. He will need to lose both arms, his shirt, his head, his outer shell, and finally blow up for good (his real head is in this form). Destroy the Wall Cannons mounted on the Mutoid Man (so they will no longer annoy you), and then use special weaponry to take down the behemoth. The safest place to stand as you shoot is above him (from directly above, or on a diagonal). You will be forced to run into the range of his Eye Lasers, however to get a special weapon charge. He can shoot as far away as the width his base. Use this to your advantage to stay safe, but below him he is much more deadly, so use caution when going underneath him. The most basic advice I can offer is to keep moving. For this form you can move freely anywhere on the map without worry of him lasering you. The downside to this form is that he can now reach all parts of the room, and concentrates more on quick, unpredictable movements. After a little bit of punishment, he will reveal his true form, which can reach the corners, and shoot deadly Eye Lasers. Just use the strat from the above paragraph to put the finishing blow to this monstrous creation. Then just stay clear of all the nasty explosions, and then take the East Gate to exit Arena 1! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~ MUTOID MAN SPECIAL STRATEGY ~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are two ways to deal extra damage to Mutoid Man, by doing the following: i. When you have the Grenade Lobber, you can land shots on any spot where the sprites that make up Mutoid Man connect. By having the explosion hit multiple sections of the boss, he takes double or even triple damage per shot. The areas where the sprites connect are: - His arms to his chest. - His center of his torso. - His spot below his head on hsi torso. This one is the best spot to aim, marked by the brown spot on his chest, or his coollarbone after he loses his shirt. ii. This one is far more dangerous to perform, but it deals up 14x damage per shot! When you have the Spreader in hand, if you put the barrel of the gun inside his body, on his upper half of his torso, the shots will rip through all the sprites that form the enemy, dealing mutliple hits as he vibrates from the damage! This is best performed by either dying intentionally when a Spreader appears near your spawn door, or collecting a Spreader, followed by getting Force Shield, as these allow you to just press into his body. However, if you are brave, daring, and a little but nuts, you can try to do this without an invulnerability, as you can deal that extra damage without dying. It is just exceedingly difficult to pull off this way. You are now one third of the way through, but this was a fairly short jaunt with few variations of enemies. As you total your winnings between rounds, mentally prepare yourself for the rigors ahead in Arena 2 (not to mention the new, twisted creations awaiting you there!). ------------------------------------------------------------------------------- ----------------------------------Arena 2-------------------------------------- ------------------------------------------------------------------------------- 8) This Section will list all of the rooms in Arena 2, and it will list the best path to take (points and secret rooms). The map will make it easier to visualize the proper path (the out of place marks on the walls show the exit for each room you should take). +--|--+-----+ |8 |9 | | - | | | | +-----+------+-----+--|--+ | | | |10 | | | | | | | | | | | +-----+------+-----+--|--+-----+ STUDIO|1 | | |11 |12 | start | | | | - | point | | | | | | +--|--+------+-----+-----+-----+ |2 |3 |4 | | | - - | | | | | | | +-----+------+--|--+-----+-----+ |5 |6 |7 | | - - -(this goes to Scarface) | | | | +-----+-----+--|--+ (this goes to 8) 1 Orbs 2 Film At 11 3 Defend Me 4 Turtles Nearby 5 These Are Fast 6 Buffalo Herd Nearby 7 Secret Room #2 (not on map shown at beginning of Arena) 8 Metal Death 9 Watch Your Step 10Slaughter 'Em 11Laser Death Zone 12Meet Scarface o------o | Orbs | o------o Enemies : Orbs. Descriptions: Try to collect any available weaponry to try and deal with the large amount of Orbs. These guys are deadly, so the strategy best suited to them is the most cowardly one: Corner Hiding. Just camp out in the corner, and you will be in much less danger of getting killed numerous times. After surviving for 55-60 seconds, the Orbs will stop spawning, and you can exit the room. Something to note, the Orbitting Orb will not drop in this room. Direction : Take the South Gate to exit. o------------o | Film At 11 | o------------o Enemies : Film, Plastic Warriors. Descriptions: Start by positioning yourself where you can shoot at all 4 doors, and proceed to waste the Film for as long as you can (till they overrun you). Then just dodge, fire back, and collect powerups whenever you can. After a brief flurry, they will cease coming. After that, Plastic Warriors will spill in large numbers, and this can be a pain. These guys are upgraded in every aspect from a Foot Grunt. Use the Circle Attack to keep one step ahead of them, and remember when you think you are dead, keep going because the weird movements of them makes it harder for them to get you by the walls. Direction : Take the East Gate to exit. o-----------o | Defend Me | o-----------o Enemies : Plastic Warriors, Segmented Snakes, Mr. Shrapnel, Tanks, Stationary Mines. Descriptions: This is a money room, so collect the two sets of prizes while avoiding the mines they usually appear around. Then some more Plastic Warriors appear, followed closely by Segmented Snakes (three in all, they appear one at a time). Again use the Circle Attack, but do not be afraid to change direction of your run if it is safer to go the other way. If you happen to get the Orbitting Orb powerup, you can do Corner Hiding because you will have enough shots to keep the enemy away from you. About halfway through Mr. Shrapnel, and Tanks appear to fire projectiles at you, and make this by far the hardest room you have faced to date. Corner Hiding is a good bet, but without the adequate firepower, this is risky. Circle Attack can work, but you need to be a pro at it (or just lucky) to get it to be successful. Use whichever strategy offers the best chance at not dying a lot according to your skills. Something to note, the Orbitting Orb will not drop in this room. Direction : Take the East Gate to exit. o----------------o | Turtles Nearby | o----------------o Enemies : Orbs, Tanks, Stationary Mines. Descriptions: Again with the Orbs, but they brought Tanks to really try and hurt you. Corner Hiding is the best method of survival. When they stop (after 40-45 seconds), you have beat this short room. Direction : Take the South Gate to exit. o----------------o | These Are Fast | o----------------o Enemies : Plastic Warriors. Descriptions: Someone has doubled the moving speed of the Plastic Warriors, and the bottom left of the room is blocked off! Use a modified Circle Attack where you arc back and forth around the top and right sides of the room. Cut through the crowd if both ways are blocked (using your weapon to create a path as needed). Corner Hiding is too risky, even with lots of firepower. Hard room to get through without dropping a few lives. It is mercifully short, however, and you will quickly get by. Direction : Take the East Gate to exit. o---------------------o | Buffalo Herd Nearby | o---------------------o Enemies : Red Swirl, Segmented Snake, Film, Red Grunts, Stationary Mines. Descriptions: Red Swirls appear right away, so aim at their middles to quickly break them apart. Then Segmented Snakes will join in for a double team (hard with basic gun to handle all opponents). The Red Swirls will stop, leaving the Segmented Snakes, and after they stop, out comes some Film (5 in all). After that, you face Red Grunts by the busful. The Circle Attack works well, and remember to never stop running as the swarmers are just a step behind you. Corner Hiding will work well if you have an Orbitting Orb. Direction : Take the unmarked East Gate to exit. o----------------o | Secret Room #2 | o----------------o Descriptions: Gather the two large sets of fabulous prizes, and then the question mark. Direction : Go through the South Gate to exit, or the East Gate to skip straight to the level 2 boss Scarface (the guide goes South for more points and a money room however). o-------------o | Metal Death | o-------------o Enemies : Segmented Snakes, Plastic Warriors. Descriptions: With such a charming name, how can you not come here?!? Up to 3 Segmented Snakes will attack at the same time, and after wiping a lot of these guys out, Plastic Warriors return after a two room absence. Use the altered (arcing) Circle Attack, and try to deal with the Segmented Snakes at the same time. If you get a protective item, go plow through their numbers to quickly kill a large number (with your gun blazing too). Direction : Take the East Gate to exit. o-----------------o | Watch Your Step | o-----------------o Enemies : Plastic Warriors, Mr. Shrapnel, Stationary Mines. Descriptions: This is a money room, so collect the two sets of fabulous prizes, and then prepare for more Plastic Warrior mayhem. After a bit of this, Mr. Shrapnel will return to assist the swarmers in getting you. Use Circling techniques to survive this onslaught. Once again, Corner Hiding will work with an Orbitting Orb to provide needed firepower. Direction : Take the South Gate to exit. o---------------o | Slaughter 'Em | o---------------o Enemies : Mr. Shrapnel, Red Swirl, Segmented Snakes (singles), Plastic Warriors, Tanks, Stationary Mines. Descriptions: Destroy the Red Swirls, and Mr. Shrapnel in the arena. Then single discs form Segmented Snakes appear in large numbers. This is quickly followed by Plastic Warriors, with Mr. Shrapnel as support. Follow this with Tanks, and you have a huge headache on your hands. Hopefully, you can get an Orbitting Orb, and just use Corner Hiding to get through, but usually you will need to Circle Attack like a crazed man possessed by the devil. Powerup luck plays a big role in your success of this room. Direction : Take the South Gate to exit. o------------------o | Laser Death Zone | o------------------o Enemies : Orbs, Tanks, Film. Descriptions: One Orb begins in the room, so blast it. Then the Tanks and Films start to pour in, so utilize a Corner Hide to handle them. Then friends of the first Orb you shot pour in with the other two to create an insane environment for you to Corner Hide for all you are worth. Just keep firing, and eventually you will bust each mechanical creation. Direction : Take the East Gate to exit. o---------------o | Meet Scarface | o---------------o Enemies : SCARFACE, Stationary Mines. ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~ SCRAFACE STRATEGY ~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~ He has two areas that must be destroyed: his face, and his paneling on the his sides. Use the Grenade Lobber to bloody his face (literally), and use any other gun for the rest. After he has been punished enough he will start to explode (you must destroy 15/16 shield pieces, and deliver enough damage with Lobbers and regular/non-Lobber shots to his head where the shields are gone)! He will then be a skeleton which moves faster, and nearly the same requirements need to be met: break his face (with Lobbers directly and regular/non-Lobber shots to broken shield parts of his head), and wreck all 8 shields to finish him off. NOTE: the right side of his head has shields that sometimes will stop taking damage, so you may need to stop firing there to let them reset their vulnerability. He attacks in a few ways, but all are very good at killing you. His first form can kill you by touch (as he takes damage he speeds up) which is his best method of killing you. His other is shooting a Buzzsaw Blade, with a large volley of bullets to try and get you. This one is not too hard, but can be dangerous because these things can fly for a long time before disappearing. His second form has upgraded abilities of the first for attacking. He will charge even more relentlessly at you (extremely hard to shake), and his eye attack has changed to 2 yellow stars that fly at about three times the speed of the Buzzsaw Blades. This is by far the toughest boss you will face in this game. Be prepared to use at least one continue in this room (maybe two or even three if you are unlucky). Getting the proper weapons helps greatly. Remember also, Grenade Lobbers, and Grenade Launchers come equipped with Force Fields (but only in this room). You are now two thirds of the way to the grand prize, and this Arena made you face some twisted combos of enemies. You also met some stranger enemies than the previous Arena, but be warned the strangest are yet to come in the Arena few have ever made it through alive! ------------------------------------------------------------------------------- ----------------------------------Arena 3-------------------------------------- ------------------------------------------------------------------------------- 9) This Section will list all of the rooms in Arena 3, and it will list the best path to take (points and secret rooms). The map will make it easier to visualize the proper path (the out of place marks on the walls show the exit for each room you should take). +-----+-----+ | | | | | | | | | +-----+-----+-----+-----+ | | | | | | | | | | | | | | | +-----+-----+-----+-----+-----+-----+-----+-----+ STUDIO|1 | | | |8 |9 |10 |12 | start | | | | | - - | | point | | | | | | | | | +--|--+-----+-----+-----+-----+-----+--|--+-----+ |2 |3 |4 | | |11 | | - - | | | -(this goes to 12) | | | | | | | +-----+-----+--|--+-----+-----+ +-----+ |5 |6 |7 | | - - -(this goes to 8) | | | | +-----+-----+-----+ NOTE: Rooms 7, 9, 10, 11, 12 are not on map at the start of the arena. 1 No Dice 2 No Turtles Allowed 3 Turtle Chunks Needed 4 Dynamite Cobra Boss 5 Witness Total Carnage 6 Secret Rooms Nearby 7 Secret Room #3 8 Cobra Death 9 Enough Keys OR Almost Enough Keys 10You Have Enough Keys OR Not Enough Keys 11Pleasure Dome 12Eat My Eyeballs o---------o | No Dice | o---------o Enemies : Snake Men, Tanks, Snakes, Stationary Mines. Descriptions: About a dozen Snake Men are already in the first room waiting for you (and the usual Stationary Mines). Tanks will immediately start pouring in (limit of 3 at one time). After a bit of there attacks, Snakes will start pouring in from the North gate, and the North Walls (only twice though). After all the Tanks are eliminated, Snake Men will appear to avenge the guys who used to live in the room (only about four or five small waves). Use of the Circle Attack is recommended, but remember that a modified version of it on the bottom half of the screen will work the best, due to the random appearance of the Snakes in this Room (and many of the remaining Rooms of this Arena). Direction : Take the South Gate to exit. o--------------------o | No Turtles Allowed | o--------------------o Enemies : Snake Men, Snakes, Purple Segmented Snakes, Mr. Shrapnel, Stationary Mines. Descriptions: This room gets intense with Snake Men, Snakes, and Purple Segmented Snakes all charging in. After a long stretch of this (roughly 100 seconds), the tactics change to just Snakes, and Mr. Shrapnel (a much nicer combo). Use the Circle Attack to get through the worst of it. Direction : Take the East Gate to exit. o----------------------o | Turtle Chunks Needed | o----------------------o Enemies : Snake Men, Mr. Shrapnel, Tanks, Stationary Mines. Descriptions: This is a money room, so collect the two sets of fabulous prizes, and prepare for Snake Men swarms. After a brief amount of time, Mr. Shrapnel will join the attack to further torment you, followed by Tanks shortly after that, once a set amount of time has passed. Survive for a while, and you will eventually run out of bad guys to tenderize. Use the Circle Attack once more, and combine in Corner Hiding for a bit (but not prolonged). Something to note here is that the Razor Shield will not drop in this room. Direction : Take the East Gate to exit. o---------------------o | Dynamite Cobra Boss | o---------------------o Enemies : Snakes, Purple Segmented Snakes, Red Grunts, Stationary Mines. Descriptions: Starting off with Snakes, followed by Purple Segmented Snakes shortly after. After a while of this, you will then have Red Grunts added into the mix. The use of Circling/Corner Hiding hybrid is essential to your success as you need to read what strat is required. Orbitting Orb is required for a prolonged Corner Hide, so use this item to save your extra lives for the even harder rooms ahead. Direction : Take the South Gate to exit. o-----------------------o | Witness Total Carnage | o-----------------------o Enemies : Foot Grunts, Snakes, Stationary Mines. Descriptions: Shoot the lone Foot Grunt here, and then prepare for a Snake/Purple Segmented Snakes riot. After this oh so easy part, they use Foot Grunts (easiest of the swarmers to kill). This is a piece of cake compared to the previous rooms, so use your combined Corner Hiding/Circle Attack to deal with the enemy as you see fit. Direction : Take the East Gate to exit. o---------------------o | Secret Rooms Nearby | o---------------------o Enemies : Mr. Shrapnel, Foot Grunts, Purple Segmented Snakes, Red Swirls, Stationary Mines. Descriptions: Some noteworthy here is you have left the jungle area of the Arena, so no more Snakes! You dive in headfirst here as the Foot Grunt/Mr. Shrapnel duo returns from Arena 1. Soon after, purple Segmented Snakes will really frustrate you. Circle Attack with your gun always blazing (rule of every room really). If you are trapped, then blast a hole right through the crowd, running through it as it close, maybe you will escape unharmed. After the Purple Segmented Snake attacks stop, Corner Hiding is acceptable to use now (less risk of death), but be very wary of Red Swirls entering the room, as they can really sneak in close with the cover of the Foot Grunts to protect them. Direction : Take the unmarked East Gate to exit. o----------------o | Secret Room #3 | o----------------o
Descriptions: Gather the two large sets of fabulous prizes, and then the 
              question mark. 
Direction   : Go through the East Gate to exit to the Boss Room (only if you
              think you have collected lots of keys), South Gate to exit to 
              get on your way to a money room (longest path, more chances 
              for keys), or North Gate to exit to room above one before this
              (not worth it).


                               o-------------o
                               | Cobra Death |
                               o-------------o

Enemies     :TWIN COBRAS (this guide will go on assumption you have had
             enough of the brutal number of opponents you have faced, and
             wish to finish the game quickly, but do not take this as the
             law because you CAN go after more prizes if you are confident 
             in your abilities).

                             ~~~~~~~~~~~~~~~~~~~
                             ~~~ TWIN COBRAS ~~~
                             ~~~~~~~~~~~~~~~~~~~

One simple rule for these guys; blow them to smithereens with whatever
weaponry you may happen to have!  Shoot on any part of their bodies or their
heads, as both are vulnerable.  Keep pouring the ammo their way while avoiding
their Buzzsaw Blades that randomly appear, fly around, and then destroy 
themselves.  Keep moving as well, or their laser attack will surely get you.
It is generally better to stay at the top of the screen for the majority of the
fight, as they cannot hit you there with their bodies or lasers (seems weird, 
but it is true). However, their bodies hide the Buzzsaw Blades from view quite
nicely, and you weill need to watch out for those obstacles.  Whenever you hear
the electrocution sound (you will know from your deaths), and you are alive, 
that they are so dead!

You should be able to handle them prettily easily, and thusly are 
disappointing as the boss of the final arena.  But wait, when you exit
through the East Gate, there is another room to fight in, and it is
called...


                            o--------------------o
                            | Almost Enough Keys |
                            o--------------------o

Enemies     : Orbs, Film, Tanks, Mr. Shrapnel, Stationary Mines.
Descriptions: Orbs, Films, and Tanks all quickly fill the arena for a brutal
              mechanical triple team effort against you.  Corner Hiding is an
              extremely strong recommendation (only going out for keys if
              you fell that you need them, as you may still need at least one 
              Key to reach the Pleasure Dome).  Mr. Shrapnel will soon join the
              battle as it is now Orbs, Tanks, and the aforementioned Mr.
              Shrapnel.  After this assault finally ends (about 260 seconds), 
              you are done the room.
Direction   : Take the East Gate to exit.


             o----------------------o    o-----------------o
             | You Have Enough Keys | OR | Not Enough Keys |
             o----------------------o    o-----------------o

Enemies     : Mr. Shrapnel, Foot Grunts, Segmented Snakes, Red Swirls, 
              Stationary Mines.
Descriptions: The room gets off to a turbo start with Foot Grunts, two 
              Segmented Snakes, and Mr. Shrapnel all trying to make mince meat
              out of you.  Two Red Swirls will appear a little later to add 
              their lethal brand of pain to your existence.  The Segmented 
              Snakes will disappear quickly, but the hoards of Foot Grunt
              Swarmers will keep on coming (for well over 10 minutes).  Also
              make sure to grab any keys that appear (even if it says you
              have enough because you need to collect one in this room to get
              to the Super Secret Room).
Direction   : Take the South Gate to exit if it appears (which it should if 
              you have been collecting keys the whole way through).   
              Otherwise you have only the East Gate to exit through.


                             o---------------o
                             | Pleasure Dome |
                             o---------------o

Enemies     : Foot Grunts.
Descriptions: You enter, and you collect eight sets of Gameshow Model icons,
              and then the Foot Grunts appear in a very laughable number (oh
              so small!).  Then you are done in here, but first the
              following message appears:


                          Mutoid Man - Totally Dead!

                          Scarface - No Eyes!

                          Die Cobras - Fangless!

                          You Are Awesome!

                          Now Decapitate Evil M.C.!


Direction   : Take the East Gate to exit.


                            o-----------------o
                            | Eat My Eyeballs |
                            o-----------------o

Enemies     : EVIL M.C., Wall Cannons, Red Swirls, Mr. Shrapnel, Stationary 
              Mines.
Descriptions: Kill the Red Swirl when it enters, and then prepare for the 
              upgraded (speed wise) of Mutoid man!

                        ~~~~~~~~~~~~~~~~~~~~~~~~~~
                        ~~~ EVIL M.C. STRATEGY ~~~
                        ~~~~~~~~~~~~~~~~~~~~~~~~~~

Evil M.C. has many pieces to shed before he finally will bite the biscuit.
He will need to lose both arms (right then left), his shirt, his head, his
outer shell, and finally blow up for good (his real head is in this form).

Destroy the Wall Cannons mounted on him (so they will no longer annoy you),
and then use special weaponry to take down the behemoth.  The safest place
to stand as you shoot is above him (from directly above, or on a diagonal).
You will be forced to run into the range of his Eye Balls however, to get a
special weapon charge.  He can shoot as far away as the width his base.
Use this to your advantage to stay safe, but below him he is much more
deadly, so use caution when going underneath him.  The most basic advice I
can offer is to keep moving.  Use this strategy till he loses his head.

For this form you can move freely anywhere on the map without worry of him
lasering you.  The downside to this form is that he can now reach all parts
of the room, and concentrates more on quick, unpredictable movements.  After
a little bit of punishment, he will reveal his true form, which can reach
the corners, and shoot deadly Eye Balls.  Just use the strat from the above
paragraph to put the finishing blow to this monstrous creation.  And with
that the M.C.'s doppelganger has bit the bullet, and you have become a truly
good (survived, but no Pleasure Dome), or great (done it all).  Just collect
the insane amount of prizes that show up, collect the question (?) mark if
you got to the Pleasure Dome, and then exit through the East Gate to exit
the Arena, and go count your winnings!

                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                      ~~~ EVIL M.C. SPECIAL STRATEGY ~~~
                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

There are two ways to deal extra damage to the Evil M.C., by doing the 
following:

  i. When you have the Grenade Lobber, you can land shots on any spot where the
     sprites that make up the Evil M.C. connect. By having the explosion hit 
     multiple sections of the boss, he takes double or even triple damage per 
     shot. The areas where the sprites connect are:

      - His arms to his chest.
      - His center of his torso.
      - His spot below his head on hsi torso. This one is the best spot to aim,
        marked by the brown spot on his chest, or his coollarbone after he 
        loses his shirt.

 ii. This one is far more dangerous to perform, but it deals up 14x damage per
     shot!  When you have the Spreader in hand, if you put the barrel of the 
     gun inside his body, on his upper half of his torso, the shots will rip
     through all the sprites that form the enemy, dealing mutliple hits as he 
     vibrates from the damage!  This is best performed by either dying 
     intentionally when a Spreader appears near your spawn door, or collecting
     a Spreader, followed by getting Force Shield, as these allow you to just 
     press into his body.

     However, if you are brave, daring, and a little but nuts, you can try to 
     do this without an invulnerability, as you can deal that extra damage 
     without dying. It is just exceedingly difficult to pull off this way.


If you did in fact get all five question (?) marks, then you will get the 
message "WELL DONE - NOW EXIT".  This will open up TURBO MODE, which
effectively doubles the speed of the game for the next play through (while
power is on).  You also have more lives and continues than before to offset
the crazy speed.  This mode is extremely fun because it takes the insane
challenge and boosts up to even more insane levels!

-------------------------------------------------------------------------------
--------------------------------Secret Rooms-----------------------------------
-------------------------------------------------------------------------------

10) This section is going to look at where each special room is located in
    this great game.  These rooms give two sets of gifts for free, and then
    a ? mark.  The ? marks are not so valuable on their own, but if you can
    collect all 5 of them, something neat will occur...


                             o----------------o
                             | Secret Room #1 |
                             o----------------o

Found in Arena #1.  Finish all the enemies off in the room Total Carnage, 
and then the exits will be highlighted.  You will ignore the North Gate, and
you will walk between the Stationary Mines near the East Gate to take the 
unmarked exit to the prize filled room.


                             o----------------o
                             | Secret Room #2 |
                             o----------------o

Found in Arena #2.  Finish all the enemies off in the room Buffalo Herd 
Nearby, and then the exits will be highlighted.  You will ignore the North 
Gate, and go through the unmarked East Gate to exit to the prize filled 
room.


                             o----------------o
                             | Secret Room #3 |
                             o----------------o

Found in Arena #3.  Finish all the enemies off in the room Secret Rooms 
Nearby (real subtle here), and then the exits will be highlighted.  You will 
ignore the North Gate, and take the unmarked East Gate to get there.


This means you have collected 3 of the 5 question (?) marks, but where are
those other two?  Read the next section to find out!

----------------------------------------------------------------------------
-------------------------------Pleasure Dome--------------------------------
----------------------------------------------------------------------------

11) This section will look at the requirements for getting into the Pleasure
    Dome.


a) You must have got all three secret rooms.

b) Acquired 10 Keys in your travels before you enter the room (You Have
   Enough Keys/You Don't Have Enough Keys).

c) Collect at least one key in the aforementioned room.

d) Take the South gate in this room to reach the Pleasure Dome.

Collect the Gameshow Models Icons, destroy the feeble enemy resistance, and
collect question (?) mark #4 found in the corner of the room.

Go through to the final boss.

Get all 5 Question Marks, and you will unlock Turbo Mode! The game moves at
1.5x speed, the Orbitting Orb will slowly move away from your body, and the
hit detection gets a little wonky on the swarming enemies!

----------------------------------------------------------------------------
-------------------------------Codes and Tricks-----------------------------
----------------------------------------------------------------------------

12) This section will review a few fun codes to use on this game, as well as
    a few tricks to use to prolong your lives as you play.


                                   o-------o
                                   | Codes |
                                   o-------o

Turbo Mode.........: Make sure the current selection is ONE PLAYER, and then 
                     enter the following sequence: Left, Right, Left, Up, R, 
                     R.  You know the code has entered when you hear the 
                     M.C. shout the word "BINGO".

Circuit Select.....: Make sure the current selection is ONE PLAYER, and then
                     enter the following sequence:  Right, Right, Up, Down, 
                     R, L.  You know the code has entered when you hear the 
                     M.C. shout the word "BINGO".

Lives/Continue Menu: Make sure the current selection is TWO PLAYERS, and
                     then enter the following sequence:  L, R, Up.  You know
                     the code is entered correctly when you hear the M.C.
                     shout the word "BINGO".  This allows you to
                     increase/decrease your stock amount of lives (3 to 7),
                     and increase your stock amount of continues (4 to 7).

Sound Menu.........: Make sure the current selection is TWO PLAYERS, and 
                     then enter the following sequence:  L, R, L, L, R.  You
                     know the code is entered correctly when you hear the 
                     M.C. shout the word "BINGO".  This opens a sound test 
                     menu for both music and sound effects.

Programmers Screen.: When the Acclaim Logo appears, hold down L and R.
                     While still holding those two buttons, press the B
                     Button when the quill appears to write the words "Beam
                     Software".


                                  o--------o
                                  | Tricks |
                                  o--------o

Circle Attacking: By running a large circle around the room, you will live
                  longer by keeping most enemies following you as opposed
                  to coming at you.  this is the preferred method for 
                  dealing with swarmers, although the next one can work
                  with too....

Corner Hiding...: Staying in the lower left/right corners, and not venturing
                  out very often.  This is an essential strategy for Orbs, 
                  but otherwise should never be used (unless you have an 
                  Orbitting Orb with you to keep your firepower constant 
                  enough to keep the enemies at bay).  The main reason for 
                  actually not using this is the lack of items you will 
                  collect (fewer keys, prizes, etc.), which is what the game
                  is all about (it is a gameshow, so maximize your points!).

Center Holding..: If you can get an Orb and a Shield, you can control the
                  middle of a room by just firing into the hordes as they 
                  pour through the door. However, once the Shield gets 
                  ragged, it is time to bail and hide in the corner once
                  more!

----------------------------------------------------------------------------
-----------------------------------Final Word-------------------------------
----------------------------------------------------------------------------

13)As is the usual, this walkthrough is copyright property of Brian P. 
   Sulpher, 2002.  The only website, group, person, etc. to have access to
   post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
   www.honestgamers.com.  You must ask for permission before posting this, 
   as doing so without consent is a violation of international copyright 
   law.

   If you liked it, hated it, have anything to add, then please E-mail me at
   briansulpher@hotmail.com.  You can also contact me through MSN messenger
   through the same E-mail address.
  
   This game is so incredibly fun, and I hope this FAQ/Walkthrough has added
   to your enjoyment of this game even more!