John Isles, iv , presents a FAQ that has mysteriously disappeared from the face of the Earth... ___ ___ ___ ___ ___ _____ ___ ___ ___ ___ ____ / \ / \ | \ | \ / \ | | \ | / \ |\ | / \ | / | | | |___/ |___/ |___| | |___/ | |___| | \ | | __ | |___ | | | | \ | \ | | | | \ | | | | \ | | | | | \___/ \___/ |___/ | \ | | | | \ _|_ | | | \| \___/ \____ \____ The latest revision of this document can always be found -- and should ONLY be found -- at these authorized site(s): - GameFAQs -- - HonestGamers -- ____________ /1. CONTENTS\_______________________________________________________________ /\____________/_______________________________________________________________\ --- TITLE 1. CONTENTS (current location) 2. MANDATORY LEGAL DISCLAIMER 3. VERSION HISTORY 4. HOW TO READ THIS FAQ 5. OPTIONS 6. CONTROLS 7. THE COBRA CLASS SPEEDBOAT A. MODS & UPGRADES B. EARNING EXTRA LIVES 8. STAGE DESCRIPTIONS A. RACE TO THE FINISH B. COLLECT PODS C. DISPOSE OF MINES D. GUARD THE PEOPLE E. REACH THE FINISH F. JUMP THE WATERFALL G. FRY THE MONSTER H. SHOOT THE TARGETS 9. GOT FEEDBACK? 10. AND FINALLY... ______________________________ /2. MANDATORY LEGAL DISCLAIMER\______________________________________________ /\______________________________/______________________________________________\ `Cobra Triangle` is a registered trademark of Nintendo and Rare, (c) 1988. All other trademarked items mentioned within this guide are properties of their respective companies. This guide is (c) 2006 John Isles, iv, and has not been produced, author- ized, sponsored, nor (sadly) has it been funded by anyone involved in the production and/or distribution of this game, manual, or whoever supplied the chips/discs -- that should cover just about everyone. ================================{ TERMS OF USE }================================ I've put quite a bit of time and effort into writing this guide, and would LOVE to see many people use it as a helpful and witty resource. Regardless if you're viewing this guide online, or have a copy saved to your computer, please observe and honor the following rules: - Stealing's bad, mm-kay? Don't host this guide without asking first. - Don't change this guide's format. Plain black-and-white .TXT only, please! - My name, the list of authorized sites, this legal disclaimer, as well as any other copyright notices, and the chapter -- please don't touch them. - Most importantly, you may NEVER sell and/or trade this guide in any medium -- electronic, print, etc. -- for goods, services, and/or monetary gain. I'm not making any profit off this; it's legally and morally fair nobody else does, either. ____________________ /3. DOCUMENT HISTORY\________________________________________________________ /\____________________/________________________________________________________\ ========================={ 0.2 -- released 2006.2.27 }========================== Took me three friggin years, but I finally got around to an update. In addition to getting a new host at HonestGamers, I've made a few changes: - The layout's been restructured to look less crowded. - Items listing is located in chapter. - Due to unnecessarily bogging the guide down, the enemy chapter is gone. However, enemy information can now be found under . ========================={ 0.1 -- released 2003.1.31 }========================== The initial release. _______________________________________ /4. HOW TO READ THIS FAQ/STRATEGY GUIDE\_____________________________________ /\_______________________________________/_____________________________________\ With your eyes opened, preferably. :P Because this guide might use text tables and some low-end +----- art, please use a monospaced (or fixed-width) font. Courier New, |XXXXX Andale Mono (my personal favorite), and the Mac-exclusive Monaco |XXXXX are but three such fonts... and these three are free! -----+----- To test your font, just click between any two characters and XXXXX| drag your mouse up or down to the next line. Should the high- XXXXX| lighted area meet corner to corner, as simulated on the right, -----+ then you're good to go. ___________ /5. OPTIONS\_________________________________________________________________ /\___________/_________________________________________________________________\ All you get is a solo campaign with two continues, three lives issued per game. ____________ /6. CONTROLS\________________________________________________________________ /\____________/________________________________________________________________\ I'd usually add some info on story, but I don't have any real basis for this. I'm just skipping to the controls. ================================={ ARROW PAD }================================== Pressing [LEFT] and [RIGHT] steer your boat. [UP] and [DOWN] have no function during the main game. ================================={ (A) BUTTON }================================= Fires your boat's gun (and missiles if activated). Through the use of pods, you can change how it fires. More on missiles at a later time. ================================={ (B) BUTTON }================================= Your gas pedal. Holding it down speed you along the river; release it, and you'll stop on a dime. =============================={ (SELECT) BUTTON }=============================== Despite being the NES controller's least-used button, it serves a vital func- tion: It'll activate specialized upgrades on your boat. (Head on down to the chapter fore more.) ==============================={ (START) BUTTON }=============================== Starts the game. Will also pause it -- an NES tradition. _____________________________ /7. THE COBRA CLASS SPEEDBOAT\_______________________________________________ /\_____________________________/_______________________________________________\ Congratulations! You've just purchased a Cobra Class speedboat! It's fast, equipped with a limitless supply of ammo, and most of all, it's RED! Pretty much all the information you need can be found on the console located at the bottom of the screen: The time remaining to complete the level, your current speed, the number of lives remaining, your score, and life meters for both your boat and, when appropriate, a boss monster. ___________________ _____/A. MODS & UPGRADES\____________________________________________________ /_____\___________________/____________________________________________________\ Throughout the game, you'll find pods. It is in your best ___ ___ interest to collect these when you see them, as they'll allow / \ / \ you to improve your boat's capabilities. In fact, upgrading /\___/\ /\___/\ the CCSB is key to your very survival in these wild waters. \/_1_\/ \/_2_\/ As you collect these pods, one of five different words on the boat's console will start flashing in order from left to right. The flashing wraps around after if you've collected more than five (from FORCE to TURBO). By pressing (SELECT), you'll activate whatever's currently flashing. Of these abilities, three -- Turbo, Speed, and Missile -- can only be taken so far; when they've reached their ultimate potential, you'll see a series of dashes in their place. Fire and Force, however, can be used infinitely... provided you can get the required combination of pods. And one final item: Upgrades are kept until all lives and continues are spent. ==================================={ TURBO }==================================== This one-time upgrade improves the CCSB's acceleration (in other words, going from zero to sixty in "holy crap!"). This should be the very first upgrade you apply. ===================================={ FIRE }==================================== Activating this will alter your CCSB's firing pattern, each change requiring two pods. The upgrades are provided in this order (3, 4, and 6 are depicted with a diagram below): 1. Increases bullet speed. 2. Increases bullet speed again. 3. After firing off your gun, pressing (A) while your bullet's still on the screen result in the shot breaking off into four directions. Think of it as starting as a minus sign, turning into a plus sign. 4. Number 3's plus-shaped firing comes directly from the CCSB. 5. A spread-fire gun, covering about twice the width of your boat. Useful for concentrated firepower against the boss monsters. 6. Four bullets slowly spread out from the front of the CCSB; pressing (A) a second time propels your shots forward at a blistering pace. You'll need to time your button pressing to get the most of this mode. _________________________________________________________ / FIRING MODE #3 / FIRING MODE #4 / FIRING MODE #6 / +------------------+------------------+------------------+ | o o | o | o|---o----o----o| | \ / | | | /o|---o----o----o| | o--o--o--o--(A) | o--o--(A)--o--o |<<(A) | | / \ | | | \o|---o----o----o| | o o | o | o|---o----o----o| +------------------+------------------+------------------+ One more thing worth mentioning: Firing modes 4 through 6 loop around ad infinitum. There is no "ultimate" upgrade. ==================================={ SPEED }==================================== Don't feel like 65 mph is fast enough for a speedboat? Then try putting a few steroids in your engine! Oh, sure -- you might think this won't do anything important, but trust me on this: You'll need every bit of horsepower you can get your hands on to clear those ramps later on in the game. Your top speed can be increased up to three times, and you'll need three pods each time. =================================={ MISSILE }=================================== Collect four pods, and you can get to shoot missiles! Activate this a third (and final) time to fire off homing missiles. ==================================={ FORCE }==================================== For the low, low price of five pods (or any multiple thereof), this wonder of modern science will instantly repair any and all damage done to your Cobra Class Speedboat. Order now, and you'll also get temporary invulnerability from enemy attacks. And as a SPECIAL bonus, you'll get a limitless cache of homing missiles at no additional cost! We'll even pay for shipping. So whaddaya waitin' for? ORDER NOW! (The fine print: Warranty does not cover damage made from geological contact. Limited time offer. California residents, add 8.25% sales tax.) _______________________ _____/B. EARNING EXTRA LIVES\________________________________________________ /_____\_______________________/________________________________________________\ Regardless how many pods you pick up, they're not quite as vital to your success as the elusive 1-up token. Beyond the rather obvious token in the first level, opportunities for extra lives are about as uncommon as a Republican Hollywood actor. The best chance to stock up on lives is during the pod collection stages... and you'll be fortunate to find more than one then. ____________________ /8. LEVEL STRATEGIES\________________________________________________________ /\____________________/________________________________________________________\ I am going to make a stark admission: I have not completed this game. There are purportedly 25 levels; the farthest I've ever gotten in level 23. In spite of this, I don't think a complete walkthrough is necessary... mainly because the game really defies the need for one. ============================={ PLAYING FOR SCORE }============================== In addition to scoring points for completing certain goals in a level, you'll earn extra points for the following: - At the start of every level, if you press (A) at about the same time the level description appears, you'll net a quick 1,000 pts. If you're not using auto-fire, this bonus will require a bit of luck. - Once you cross the finish line in certain levels, you'll score 1,000 pts. for each 180o you spin. - Excluding the pod and lifeguard missions, you'll score 500 pts. for each second remaining on the clock. If playing for score, there's one thing you need to be aware of: The programmers never considered that million-point scores were possible, so the score display only goes up to 999,950. Any further scoring resets your score to zero, not one million. So if you're trying to enter some Internet high-score contest, then you'd best have a video camera around to record the footage as hard proof of your achievement. ============================={ A CAUSE FOR ALARM }============================== When you start hearing a "beep...beep...beep...", pay attention to it: Some less obvious enemy out to hunt you down -- usually sharks and enemy planes. The sharks aren't that much a problem, since they only appear in the "Race to the Finish" levels. One shot transforms them into sushi. The drone planes, however, will in find a way into just about every level come Stage 9. When they appear, they'll fire on you, but only if you're in their straight flight path. Whoever's controlling them is a bit too dim to move in an S shape, so you can easily move out of their way and avoid their bullets. Or you can just shoot 'em down; one shot's all you need. ==========================={ TROUBLE ON TERRA FIRMA }=========================== Not only are there pesky little nuisances in the air and in the sea, the enemy's implanted guns on land. Most of which are red, domed turrets that fire off simple bullets. Less common are white, box-shaped missile launchers; the missiles will disable all the CCSB's features should they hit, but that'll only happen if you stay in one place for too long. ______________________ _____/A. RACE TO THE FINISH\_________________________________________________ /_____\______________________/_________________________________________________\ This is the first stage you'll get to cruise around in. In these stages, your goal is to find the level's finish line (a series of dashes) within a preset time limit. If you want to get a leg up on the game, stay in the first level for a few minutes and spend a few lives stocking up on pods, so you can upgrade your ship. Don't worry about seeing the dreaded "game over" message; there's a 1-up not too far in this level. Thus, you can easily improve your ship for later levels. Stage 9 presents the first use of ramps. IF your boat's fast enough, you can use these ramps to find some nice shortcuts along the way; if not, you'll fall onto terra firma with your boat as a tombstone. Using ramps may seem novel early on, but come stage 14, using these lifts becomes mandatory. One final thing before moving on: Halfway through stages 1 and 9, there'll be a T-shaped intersection. The route taken determines which order the following levels are presented. For example, taking the left path in Stage 1 will lead you to pod collection course, while going to the right leads you to a mine disposal scenario. =================================={ SCORING }=================================== - Shooting down an enemy boat:............ 50 pts. - Each pod collected:..................... 100 pts. - Destroying a gun turret:................ 500 pts. - Slamming an enemy boat into a wall:..... 2,000 pts. - Jumping off a ramp AND landing in water: 10,000 pts. (This becomes mandatory come stage 14.) ________________ _____/B. COLLECT PODS\_______________________________________________________ /_____\________________/_______________________________________________________\ The only thing you have to do here is... well... collect pods. Also spread about this path are question marks, which can add pods, points, or extra lives; they can also spring traps -- either vaporizing nearby items, or worse, causing damage to your boat upon impact. Other hazards to keep an eye on are the occasional wave of energy, and bombs that appear in the second version of this course. =================================={ SCORING }=================================== - Each pod collected: 250 pts. - Random bonus:...... 5,000 pts. ____________________ _____/C. DISPOSE OF MINES\___________________________________________________ /_____\____________________/___________________________________________________\ Time to have fun with explosives, folks! What you need to do here is take mines from one end of the river and drop them off in a disposal bin on the opposite end. Not only are these waters guarded with gun turrets perched on land, enemy boats are on patrol. Once you grab a mine, these craft will follow you like a mouse to cheese. Get tagged, the offending boat will steal that mine, and tow it back to where the original storage unit. Tag the offending boat before the mine is returned, you'll steal the mine back; if you can't quite reach it, then just go back and grab another mine to haul to the disposal unit. How best to avoid getting tagged by the enemy? Swerve around; don't drive in a straight line. The opposition may be faster than you, but when it comes to cornering, your CCSB has the edge... and that's not supposed to be a pun. - The first time you play this level, you'll have a minute to clear four mines guarded by a single enemy boat. - The second time you're assigned to mine disposal, you've got ninety seconds to clear five mines. This time, you've got two boats chasing you. - Third time you arrive, it's the same scenario as above, but there's a whirlpool now circling the disposal bin! One other piece of information: You do NOT want to be in the disposal bin when- ever a mines detonates. If that happens, your boat goes "BOOM!" =================================={ SCORING }=================================== - Each gun turret destroyed: 500 pts. - Eliminating a mine:....... 1,000 pts. ____________________ _____/D. GUARD THE PEOPLE\___________________________________________________ /_____\____________________/___________________________________________________\ Uh-oh. Looks like some poor souls got stranded in these waters... and enemy forces would love to use these guys for some sinister purpose; whatever it is, I do not know, nor do I care. Seeing as how you've been unwittingly relegated to lifeguard duty, you might as well protect these guys until help arrives... You start this level with eight potential victims treading water. Enemy boats will arrive en masse in an effort to smuggle them into a subterranean lair (for something). These craft can't defend themselves, so you can easily pour on the bullets... which, coincidentally, won't harm the folks you're trying to save. UFOs are another threat that will appear. Despite having no need for the humans, they're here to give you hell. UFOs fire paralyzing homing missiles, rendering you immobile for about three seconds if you're hit... and unable to fire off your weapons. Fortunately, one shot send them crashing into the water. To complete this level, at least one person must survive the ordeal when the countdown timer hits zero... though having more people around will reap greater rewards. Should all eight people be abducted, you'll have to start the whole thing over again, one life poorer. =================================={ SCORING }=================================== - Recovering a victim from an enemy craft:.... 250 pts. - Having all eight men safe when time expires: EXTRA LIFE! - Men remaining when you complete the level:.. See table. __________________________ __________________________ /PEOPLE / BONUS AWARDED / /PEOPLE / BONUS AWARDED / +-------+-----------------+ +-------+-----------------+ | One | 100 | | Five | +1,500 = 3,300 | | Two | +200 = 300 | | Six | +2,000 = 5,300 | | Three | +500 = 800 | | Seven | +5,000 = 10,300 | | Four | +1,000 = 1,800 | | Eight | +7,500 = 17,800 | +-------------------------+ +-------------------------+ ____________________ _____/E. REACH THE FINISH\___________________________________________________ /_____\____________________/___________________________________________________\ Like a salmon who's ready to spawn, you'll be travelling upstream through this miniature obstacle course. - Your first test is navigating through a log jam with whirlpools. Not too difficult. - Second time you come to this stage, you've now go icebergs to contend with. Because they rise up from underwater, you'll see rings cascading where they're going to pop up. - Third time you appear on this obstacle course... what you face is based on what road you'd taken when the water splits off in Stage 9... > If you broke left, it's an iceberg level; the icy objects will start moving at you when they rise from the water. You've got ninety seconds to complete this course. > If you broke right, you're going through another log jam. The wood now moves at an angle and the whirlpools are even faster than before. What's more, you don't have much time to plot a course -- you've got a mere fifty seconds to cross the finish line. =================================={ SCORING }=================================== - Each gun turret destroyed: 500 pts. ______________________ _____/F. JUMP THE WATERFALL\_________________________________________________ /_____\______________________/_________________________________________________\ It's the thrill of cheating death over Niagara Falls... without having to actually risk life, limb, or a $250,000 power boat. Your controller, on the other hand... The only possible way to jump over the falls -- and avoid descending into the Pit of Mysterious Death (TM) -- is to utilize the ramps where water meets gravity. To make things more challenging, most ramps sweep from side to side, parallel to the edge of the water. Worse yet, whirlpools occupy these rapids, and will seriously screw you up if you're careless. To clear each waterfall, you'll have to gain enough speed, hit the ramps as squarely as possible, and land on the flat area of water on the opposite side of the chasm. If only the front half of your boat makes it and the rear half's hanging off the edge, that ain'na gonna work -- you'll simply fall, crash, arise as a puff of smoke, and respawn to the ledge you just jumped from. And I shouldn't even need to mention what happens if you miss the ramp entirely. My only advice here is to be patient. Be aware of which direction the water flows, and don't allow it the opportunity to push you into the Pit of Mysterious Death (TM). =================================={ SCORING }=================================== - Racing to the edge of a waterfall, hanging on, and safely returning onto the river:...................... 100 pts. (Cheap!) - Each gun turret destroyed:............................ 500 pts. - Jumping a waterfall and maintaining speed as you land: 2,000 pts. ___________________ _____/G. FRY THE MONSTER\____________________________________________________ /_____\___________________/____________________________________________________\ OH, JOY! BOSS STAGES! What good would this game be without boss stages? - Stage 5 is your first boss encounter -- a sea serpent. He'll spit some nasty stuff your way, as well as use its tail when you get too close. Avoid them, as it'll only take four of his attacks to sink your ship. - Stage 10 pits you against a giant crab, which will usually spit out bul- lets at you, but will occasionally flail its claws. I'd worry less about about his saliva and more on avoiding physical contact. - Reach Stage 17, and you'll combat a giant squid. The key to winning against this beast is in avoiding his tentacles. He won't bat you around as a cat would a ball of yarn; he'll just wrap his appendage around your boat, pull it underwater, and you simply die, defenseless. If you're stuck with a controller that lacks auto-fire feature, then you'd better start hammering away at that (A) button when you see "Fry the Monster" atop the screen. If you're lucky, the CCSB will fire off a couple shots, dealing damage to the monster before it even gets a chance to strike! (If you're fortunate to have auto-fire, then just hold the (A) button down. Your thumbs and controller will, in a high-pitched voice, thank you.) Defeat the monster, and not only have you a tale to tell your grandkids, you'll move onto the best level of all... _____________________ _____/H. SHOOT THE TARGETS\__________________________________________________ /_____\_____________________/__________________________________________________\ Why'd I save this one for last? Simple question, simple answer: You can earn lots of points here; this is a simple shooting gallery. The CCSB's on cruise control; all you do here is rotate the boat and fire. Hit every target in the level (even those birdie posts at the turns), and you'll score an extra life. The scoring for hitting consecutive targets is as follows (miss one, and back to 100 you go! And no bonus life for you -- too bad!): _________________ _________________ _________________ /TARGET / VALUE / /TARGET / VALUE / /TARGET / VALUE / +-------+--------+ +-------+--------+ +-------+--------+ | 1 | 100 | | 9-10 | 1,500 | | 19-20 | 10,000 | | 2 | 150 | | 11-12 | 2,000 | | 21-22 | 15,000 | | 3 | 200 | | 13-14 | 2,500 | | 23-24 | 20,000 | | 4 | 250 | | 15-16 | 5,000 | | 25-26 | 25,000 | | 5-6 | 500 | | 17-18 | 7,500 | | 27-28 | 50,000 | | 7-8 | 1,000 | +----------------+ +----------------+ +----------------+ _________________ /9. GOT FEEDBACK?\___________________________________________________________ /\_________________/___________________________________________________________\ If you have any submissions, strategies, comments, insults (on second thought...), or any other information that might catch my interest, you can currently E-mail me at . Submissions are subject to evaluation, and may be edited, though proper credit will be given. ___________________ /10. AND FINALLY...\_________________________________________________________ /\___________________/_________________________________________________________\ The obligatory "thank you" section. - Rare, Nintendo > Developing and releasing the game ================================================================================ This guide is (c) 2006 John Isles, iv, and may not be published or redistributed without permission.