Kid Kool(NES) FAQ/Walkthrough version 1.0.0 by schultw.andrez@sbcglobal.net(anti spam spoonerism) Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. STRATEGIES 4. THE LEVELS 5. CHEATS 6. VERSIONS/CREDITS ================================ 1. INTRODUCTION Kid Kool is an exasperating little platformer demanding a ton of accuracy, but with save states, it is not so bad. You control a kid who, according to the cover ofthe cartridge box, is pretty hip. He has a leather jacket. Unfrotunately in the game his raised fist makes it look more like he is picking his nose or holding it. Well, some of the jumps you have to make really stink too, especially the ones that freeze the game as the screen shifts up, so that might be it. Kid Kool's quest is to find seven herbs to heal the King, who is sick. Depending on how much time Kool takes, he gets different rewards, and the Lewis Skolnick looking dude who is the King's assistant has something dumb to say, which is pretty useful too, but that second part isn't his fault. Kid Kool also gets infinite continues(I have to admit, the continue scene is funny) and has a few power-ups. --extra man --money bag --1 minute added --1 minute subtracted --extra life --fuzzy buddy Kool can throw Kool runs via momentum, even more so than Mario does, and there are background objects that can make him jump extra high, and air blowers that can slow him down. The game has some clever points where if you miss one early jump, you have several tedious ones later which are not hard by themselves but easy to mess up. So the game can be done very quickly if you know what to do. But if you miss a jump, it can take a while. This FAQ tries to find the quickest way through, generally going along the top. 2. CONTROLS up is not used. select is not used. left/right: starts a run left/right A: jumps. You can twist in the air while jumping, and horizontal momentum follows the same rules as on the ground. B: fires your fuzzy buddy. He comes back to you in a diagonal, then a straight line. You can often get monsters on the rebound, and monsters will walk into him. He bounces horizontally after you throw him diagonally downwards. You can also roll him up a 45 degree incline. down: ducks or enters a transport tube Kid Kool can butt bounce on water up to 3 times before falling. He must be running to do so. You need to push the button before the bounce to make sure he bounces up. Kid Kool can run over pretty big gaps in air once he is running. Push (A) to release Kid Kool from a pole he is swinging on. You may want to go for distance or height depending on what is upcoming. If Kid Kool just barely runs off a platform, you can run back, but if it is a narrow one, be prepared to jump so that the balancing act doesn't have to happen again. Kid Kool can jump on a bouncer if you hit A, or he can jump on an air stream that way--in each case it's probably better to hold A down. The bonus round at the end of each scene, which is a waste of time, works as follows: you have a circle of 12 different icons, which are randomly shuffled. One square has your fuzzy buddy and one has you. A square circles around the boards, and you push A to stop it. If you hit the buddy, you get another turn. If you hit you, you get an extra life. Some places Kid Kool runs by give power-ups. You often have to run backwards for power-ups, which are tossed out behind you and which jump. The ghost of you runs at you and will fall if there is a gap. 3. STRATEGIES Run by houses to pick up the fuzzy if you don't have it. There should be one a level. Though for the sake of this walkthrough, pick up one on level 1 and keep it the whole game. Long-term, it is fastest. When in doubt, try for a big long jump first. With save states you have nothing to lose. Also, if you jump and see a structure that has a plateau on top, maybe find a way to try and reach it. You may also try to string together jumps. Timing when to jump is tricky but I find just before you hit the ground is a good time to press again. Kill monsters to the right before you have a chance to run into them. If a big long jump runs into a wall and kicks you straight down, take something off it so your jump arc lasts the entire jump. Be careful of super long jumps and note if one lands on something--if it does, again, you might want to take a little off. In general, there are only two or three different jumps you can make from one position, and only so many ways to make them. Timing a running jump off the edge of a platform is probably the biggest skill to learn in this game. Also, a running jump should be the first thing to try, as it has high reward/low risk. If you lose, so what? Try again. If it works, you've found a nice shortcut. When you've had a bad fall, go slow. Running from the edge of a narrow platform to the other and jumping usually gets you across. Conversely, if you are in an area that seems to require pedantic jumps, chances are you missed a big jump just before. Horizontal blowers in narrow areas are the nastiest puzzle in the game. Continuous jumping fails, so try waiting a fraction of a second and trying again against guys that blow at you and obstruct you. Other blowers don't really affect much except for the ones that help you levitate somewhere really high. The pole is not hard to use. You need to plan to jump on it as high as possible, then push A to jump--it's best to hold right, too, to get the maximum distance, whether you go for height(at the very left) or distance(at 45 degrees from the left.) You need about five body lengths to have enough of a running start to cross gaps and butt bounce across water. It takes time to be sure you are jumping off the very edge, and sometimes if you just miss a jump and weren't off the very edge, you'll know to try again. The first few levels I took the slow way, but once I figured the jumps, the faster way seemed quicker, especially with an emulator where you can try risky jumps more frequently. For this reason, if you are trying to solve the game yourself, you'll find the last few levels make more sense than the first few, because they use the same principles as the first few. 4. THE LEVELS 4-1-1. LEVEL 1-1 The quickest way to get through this is along the bottom. You can jump across the top, but that is unnecessarily dangerous and gets you in trouble with jumps where you can't see where you're going to land. Run past the first house and push left when at the first long stringy tree. Then use your fuzzy friend to bump off the monster in your way. Run right and there'll be two more fuzzy monsters past the overhead platform. Then there are two more past the next one. You need a small running start to jump over the water, though with a big one you can butt bounce. For the next bit you can run into the wall, jump and fire, and repeat. From the top shelf, you can run all the way from the left and make a big jump over the water below--or you can take it slow. Jump over the water, and then make a small jump over the first yellow copter monster. Run and hit the second with your fuzzy buddy, then make a nice long jump over the water. There are two enemies ahead. You can jump over them, then do the jump-fire trick to get ahead. Run right from the top platform to jump and land on the skinny high platform. From there jump to land on the one block to the right. You can running-jump to the right again, from the left edge(make sure you don't land in front of the monster!) and then run right and make a big running jump to exit this level. [my time 40 seconds] 4-1-2. LEVEL 1-2 Run to the right edge of the house, fire, and then running jump over the sea. Jump and fire, and now you have some bugs to fire at. Just run to the left edge and fire your buddy, and he will come back and knock them off, too. Don't worry about missing them. He should get them on the rebound. Run left but not too fast. Pedal left when under the lower platform. Fire just as the first enemy is about to land. You can get them both in one shot, but if you need two, there's no rush. Now make a big jump right over the water and you should land on an enemy and bounce onto the next. Jump up shortly over the next enemy, then just past the platform above(if you don't, you'll hit a trap where you gain a minute) and now the bridge has some tricky jumps. Jump before the next enemy, then take a running jump off the end of the next platform, and then jump in the air again but land just right of the wasps. Then take a running jump--butt bounce a couple times to make sure--and jump to another islet. Go to the top, take a running jump and then you need another running jump, whether you miss the platform above or not. If you did, you just have some enemies to jump over, but if not, you're home free. [my time 40 seconds] 4-1-3. LEVEL 1-3 Run and jump over the first yellow guy, once you start really trucking. Bash the second guy, then run across the next plateau. Just let yourself fall off the big pike. Then tap right and hit the two enemies with your fuzzy. Go back to the left of below the platform and run across. You can butt bounce onto a small island, then jump. It's tricky to master the jumps way across, so I think it's best just to jump over the pits one at a time. Eventually you'll get to left of another river. Running jump across it and you'll jump into a wall. Hit the monster above and running jump again. Don't try to get to the mainland unless you're really confident--just the 2nd isle, then jump again. Now run onto the water, butt bounce once, and jump. You are okay if you don't get this exactly--you do have to bounce, though, or you'll grab the bottom of the pole. Fly off it and then a few more jumps before you get to a bridge. Make two small jumps over the reds and be prepared for another across the yellow. Then run fast across the lake. Butt bounce 2 or 3 times, then jump, then run right across the bridge. Jump when you see the wall coming up(past 2 sets of wasps) and then you'll go to the boss-land. Run all the way to the right for this. The boss here is pretty cheesy. You have to jump on the plunger several times to beat him. You'll follow the pattern used repeatedly for them, in fact. They are much easier than the actual game. This guy is pretty much a joke if you run right immediately. If you don't, use your fuzzy to hit him, jump over him and run right. Then once you are on the plunger, he is easy. You can just jump up and down on the plunger, and every other one takes energy from him. If it looks like he may hit you on the plunger, twist left for a jump then back right. I was at 2:30 here with emulation-induced good play. 4-2-1. LEVEL 2-1 I just took a random jump over the very first air blast(if you do it right, you float over the next bit) and while I took my time here with the first jump over the horizontal air blast, which can be a pain. Just keep at it and eventually you'll make the jump--keep near the right. Go to the top. Now running jump to the right to get to the next ledge, then keep running, and jump off the secnod edge. There'll be a small ledge up and right of two green twiddlies. Get on it. Now stand at the left, run right and jump just before you are at the midpoint. Too soon and you fall down and will need to run across and up, jumping over rivers on narrow platforms. Too late and you get a dollar-bag, which you don't want. If you do happen to fall there, butt bounce on the water after a big run at the bottom, and work up with trial- and-error jumps. Do it right and another running jump up leads you to where you can eventually jump over another horizontal blower, then running-jump right onto a cloud. Run and jump off the right here, then jump up to the top and jump another gap. Don't try to jump off the narrow bit. You can just fall, fire right and jump and run right. Jump over another horizontal blower. Now drop and take a big long wind aided jump--watch at the bottom for a green enemy, then jump up the walls again. Then jump left over another horizontal blower blowing right, then right over one blowing left, then fire at the enemy at the top. Another big long running jump(pull up if you are worried about hitting the enemy but you should be okay) and then you can just drop down. There may be monsters to jump over, but this should be the end of the stage. I got there at 4:40, for about 2 minutes, but I think I tripped a "1 minute up" power-up. 4-2-2. LEVEL 2-2 Jump up two walls, then stop and jump and shoot down the genie. Then another running jump, wall and horizontal blower. One more wall, two verticals in a row, and shoot right when you can guarantee the green guy won't get you. Now I just ran all the way right here, shooting when I saw an enemy to the right at the bottom, then pulling left once I passed under the tall column, to avoid the red twirlie. Then more wall jumping, falling, and use your fuzzy on the green guys. Jump over the horizontal air. A big running jump and it's no problem. Jump along the top and you'll see water below. Now run and fall, then jump off the edge, then jump again. That avoids some nasty air jets below. Here is where you may have to judge where you'll land--if you're not careful, you'll land next to the red twirler and get zapped. So hold off a bit once you start falling. Then jump and fire at the twirlers. Now run right and jump, and when you are on the next ledge above, jump or tap left again so you don't run into more red twirlers. Get rid of them and jump again. Run right and jump off the ledge. Land on the green guy below if you can, then stand on the horizontal jetstream to the right. Run right and butt bounce twice--then make a jump and it should be a big one*. When you see the green guy below, tap right so you land on him. Then jump up, jump/hit the green guy, jump up again, and fall off and jump immediately over the 1-minute trap to the end. * If it is not, be prepared to jump immediately on landing and swerve left in the air to land on the green guy, then proceed as before. 4-2-3. LEVEL 2-3 Jump up til you're at the top, then running jump to the part above. There's a genie here. Jump over the first gap, but not a super jump, then jump into the circle on the right--that gives you invincibility, so you can jump up and knock off the genie. Do two small jumps across the red blocks. Then right- jump from the next plateau above. Then run across the white logs, jump, run across more and fall. Tilt back left near the end so you don't run into an enemy. Butt bounce twice and jump. Big jump or no, you should cross the gap which leads to an annoying underground area. If you land on the pole, jump left. You want to grab the top of the pole and vault right. When about to land, go left not to land on the enemies. Tackle them, then run right. Jump off the top platform and now a trial and error jum[p should get past the blowers. Fire-and-jump when tackling the top blower and you'll make it over. Now at the top, run and make a big jump and then run right a bunch. If it works right, you'll run across a bunch of white logs, then fall onto two small platforms above the water(jump over the second one) then past a pole, onto a bunch of small pegs and once you fall, fire your buddy--or retreat. Then pick off the two enemies. There's one more screen, of a red and a green guy, before the boss. The boss here is a silly robot. You may want to stay on the left to be sure you get a good first shot in. You need to jump on his head. You can try jumping off his head multiple times, but it's best to jump towards the other raised platform. You need to jump on his head a few times from the platforms to kill him. It's not advisable to jump from his head to his head. It's doable, but it's potential trouble. The safe way is to land on a platform, jump again, and land on his head, then run to the other platform if you can't land on yours. He gets easier as you hit him, since his neck shrinks. Now run to the right, but if you want, go back left at the end sign to get an extra life. 4-3-1. LEVEL 3-1 Here you have a tough dungeon to start with. There seems to be no way to get around the wall. Run all the way right and enter the door, then fall off the ledge to the right. Knock off the twiddlers and jump on the right block, then off the edge of the right block. Jump when you touch it, and you can fall right onto the next block above. From there you can jump right when you please, then jump over the wall. Drop down and blast the enemies. The next part is really stupid, and you'll be seeing a lot of it. First, blast the enemies on the other side of the horizontal blaster. Jump and fire. Then jump up but only partway, and keep trying to run through. Eventually you'll make it. Then go to the left and run all the way right--you'll barely make it up a wall past the water. Jump onto the bouncy bricks above. Use them to move up some more, then fire your fuzzy friend. Then run to the right(even without your pal you should jump on the enemies okay) and fall off to the right, holding right. Then run and fall onto the next set of bouncies. Get on the solo right one. Vault right and be prepared to fire. Jump onto the first solo block, jump high up to burst the hidden block, then jump right. Fire then run right til you fall off. Then fire right to get the guy across the river. Go to the left edge and at the top of the bounce, hit right bounce across, then jump on the other site. Jump-fire the twiddler to the right. Then repeat the jump-on-the-left, steer right at the top, and you will bounce to the exit area. There's a 1up there but I misplaced it somehow. Oh well, lives are overrated with save states. 4-3-2. LEVEL 3-2 Oh goody. After blasting an early enemy there's another blower obstruction you have to tap jump just right to get past. Once you've done that, run to the left then all the way back right--hold the control down to bounce past the water. Blast the twiddlers then keep jumping up. Now you can run from the left onto the bouncer without a jump. Then bounce to the next bouncer over and jump to the UR. Blast the wasps before falling in, then run right and go a bit right of the wall. Dispose of the twiddlers and now run along the bottom, butt bouncing three times before releasing the fuzzy at the enemy. Do this when you are on the way down, before you see him. Then butt bounce twice after that and jump up to the ledge. Nail the enemy. Now I'd jump off the end of the ledge, fire the fuzzy at the enemies, and on bouncing off the bottom of the 2nd-right of this set of bouncers, floor it right. Don't worry about exact timing--you just need momentum to get past the next lake. There's three enemies behind the next set of bouncers, but you can land where you please and make that easy. Now run along the bottom and after three butt bounces, make a big jump. Stay a bit back to knock off the enemy walking at you. One more of those annoying blowers to sneak by. Kill the enemy behind you, then sneak past. The level end is ahead. Run past to avoid the 1-minute "bonus." 4-3-3. LEVEL 3-3 Kill the two guys ahead and get on the bouncer. Stand in the center and, when 1/3 of the way down, floor it right. Then adjust your landing so you can blast the enemies off the bottom bouncers. Then another blower tunnel, yay. Jump to the next right ledge, then on the right edge, jump right to the center isle, fire your fuzzy, then right once you land on the bouncer. Run right, firing the fuzzy, then run back left and right and butt bounce three times before jumping. Run right across some separate islands in midair. Fire the fuzzy just before you land so you hit the enemies. Run across the bouncies and then jump right and you'll make it past the blower(clear the enemies with your fuzzy first) then run into the wall. Invincibility! Jump up for it and run right. Jump to the top ledge once the path splits. You can jump to the top, then drop through the center, jump up off the bouncers and keep running right off the edge. Run right and butt bounce three times before running right. Stand on the left edge of the 3rd-right of the platforms sticking up. Then run right. You need some luck here running into when the horizontal blower isn't working. But you'll get it eventually. Fire down when you see you are going down. Then run right to jump back left--the air should carry you. Then make a big jump right and run across the two small water gaps. Jump and quickly shoot once past if need be to knock out the twiddlies. For the next bit you can jump into the right wall, and if you're pushed back too far, land left--otherwise kep going right and jumping right. Blast the two enemies then a three-butt-bounce jump will do it. This is another silly boss with the same tactics. I just stayed on the right and jumped on the pump til he died, but in the worst case you may have to run left and back right. He is menacing looking but no different mechanically from the previous bosses. If you want, skid back left after passing the sign for a 1 minute time reduction. 4-4-1. LEVEL 4-1 Running jump over the first gap, then jump and fire the fuzzy to take out the next monsters as you go up the stairs. You cannot walk up the stairs when they are parallel to the incline. You have to jump. Then another set of stairs with a bowling ball dispenser. When you wee the orange bit fill up with black, a ball is about to come out, and you need to jump. so wait to try to jump over the dispenser til that appears. Run right from the top of the dispenser to avoid the glider dropping an enemy, then jump up. You have some spike-platforms to jump from, then use the fuzzy to kill the enemies. Fire the fuzzy as you run down the incline(you can make a big jump too) then jump from small platform to small platform again. The last one has a yellow twiddler, then there are folding stairs with a dispenser. Fire when on top of the dispenser. Run down to the right and jump between the buildings. Then jump straight up to avoid the bowling ball and wipe out the enemies. More jumps over 1- platforms, then fire at the yellow guys. Then run down and jump before you hit the water, then jump quickly again. There's a big gap to jump over, but don't worry if you miss a jump. It's not hard to get back on track. You have big stairs after that(use the fuzzy on the twiddlers) and then stairs above you can't see. Again, use the fuzzy. But when in doubt, jump before attacking. The bowling ball is tough to avoid at times. Run down the hill and jump at the bottom. You'll hit a wall with a cavern to the right. Now if you jump on the twiddlers and jump again, you can avoid the glider and jump over the dispenser. There's another dispenser you can take your time with. Then make a big jump to avoid a 1 minute penalty. Jump up the stair/hill. Then run into the right wall, jump and run down the hill.to the end. 4-4-2. LEVEL 4-2 Jump up onto the first stairs. Then go over the dispenser, run down and jump right when you hit the ground. Bounce off the pole. Now you may fall through the gaps, but it's no big deal(*). Remember to jump if you do land okay on one of the blocks. Now I'd fall off the next big jump if I were you, because if you jump and make it, you may hit an enemy right away. But if you drop, you hit the pole vault, and you can jump up and over the enemies. Then running jump again. (*) if you miss the jump you have a few pits to jump over, then an air snake and bowling ball to contend with before running halfway down and grabbing the pole. Now climb up the stairs and jump and fire to get rid of three enemies in a row. Then take the upper path, jumping and firing at everyone. When you hit the bottom of the right hill, jump twice. You can run across one island if you make a big jump, then jump again and you'll land by a tunnel. Fire at the enemies there. One big jump, then run along the bottom after clearing the dispenser. Fire at the enemies and then get the invincibility, and you're ready to rock. You should go on the next dispenser you see, jumping right after you drop. Then repeat again. Fire at the enemies as they approach, then turn around to get the extra life. Running jump onto the islands then jump again. If you fall down, back up and retry, or jump right if you land on the snake. Slow down after you get to the hill. Blast the enemies as they fall from the sky. Run right, turning back past the final tree by the sphinx for the 1 minute reduction. 4-4-3. LEVEL 4-3 Fall to the right and, halfway down the stair, jump at the pole and use it to vault. Then make a big jump right. Watch out for landing on a bad guy. Be prepared to go back left if necessary. If you do get hit, don't worry too much--running past the pits in the next bit will get a fuzzy back. Then there's more jumping to the top til you hit a plateau. Run right into the blocks and drop down. Then fire at the monsters as you drop down. Tap back left to the plateau and fire right. If you'd run down, you'd have run into them. Then run right and fire at the enemy below and retreat--you should get an invincibility potion. Then make the big jump over the gap. You can make a couple jumps to get over a dispenser. Fall into the gap and then jump up to the other side. Jump over the twiddlers and shoot the enemy on the stair. There'll be an air- snake after this you may wish to shoot before the next stairs. There's another big climb and then a dispenser and an air snake--you should jump over the snake. Now jump over the pole, the water and the next gap. After the water may be tricky, as you have a twiddler that may get in your way. But after this, you get a boss fight. Here the plunger moves, but other than that, no big deal. You should remember to jump immediately after hitting the plunger. If you can't hit it again, jump on the monster, then jump when it jumps, and you'll hit the plunger. You should also try to hit the plunger on the left side. That gives you more time to jump when it slides. When in doubt, just jump on the enemy and wait instead of hitting the plunger. Whenever he jumps away from it, the worst(and probably best) you can do is to jump on the plunger and back on him. Repeat til he's gone. 4-5-1. LEVEL 5-1 A weird cloud world here where the gold/black barriers are, in fact, death- traps if you fall into them. Jump across the first gap, then pull up at the left edge and knock off the enemies. Jump up to the next cloud. Then running-jump to the next one. Running-jump to the pegs above. Again cut the jump short and fire at the enemies. Now running jump off the edge and tend right. You'll land on an enemy and then you'll run right on a bridge. Make another long jump just off the end and be prepared to do a swiveling jump to get past the next monster. Jump onto the pegs above and be prepared for another quick jump over an enemy. After that another jump onto a cloud below, then one above. Then jump onto a bridge and over two enemies. Then take a long jump onto a single raised peg and another jump right away. You'll wind up next to a blower, which I think I can figure how to use to get above. You need to run from the left to the right, into the blower, and then you need to hold the jump button down to get kicked all the way to the top. If it doesn't work, stand on the left of the blower, run right and then on each peg, run from the left edge to the right and jump. On raised pegs, watch out for bags above. If you do make it, running jump right from the middle bit. Then on the bridge, make a small jump over an enemy and a small jump off the edge to avoid both the genie and the pit below. Tap the jump when under the second of the monsters, and then a big jump leads to the end. 4-5-2. LEVEL 5-2 Run across the bridge, then another vertical blower as in 5-1. Jump right at the middle after running, then take a big long running jump at the right edge of the house. If you do it right, you'll land on an enemy as he falls, then on another. Jump at the right edge. Then jump when on the next peg(if you fall, just jump continually to get over the bridge,) and fall after pulling right on the next jump. (Jumping right next time actually puts you at risk of falling.) Wipe out the twiddler and the other monster. Run right and make a big jump. It doesn't have to be at the edge. The next one should be. If not, jump on the bridge til you get to the edge. But if things work, knock out the yellow enemy and run right. Run across the bridge and jump over the left-blowing blower. Then jump over the next vertical blower. Then jump over the wall to the right. Then jump in the middle of the two grasses to get over the enemies. Stand on the small grass plateau and run right. Take a small pop-fly jump over the twiddler on the right. Then right of the right-blower, take another short jump. Then take a long jump to hit the peg to the right. Hold the jump to be able to either hit the yellow twiddler or jump on top of it. Stand on the grass plateau to bash the yellow enemy, and now you can make a big jump, or you can jump on the next yellow enemy and run right to try for a 1-minute-down power-up. 4-5-3. LEVEL 5-3 Short hop across the enemies on the bridge, then over the yellow guy, and use the pole to jump as far as possible. You should make it near a bridge. Run across it--if you landed to the left, get on the small grassy plateau. Jump across the enemies, across the long cloud pit, and run across the pegs. Just fall off there. You'll have some simple jumps and runs to a cloud by a wall. Over it, you have another vertical blower where you need to stand on and hold jump to get to the cloud to the right. Then run across the bridge with a small jump over the four falling monsters. Then run across the pegs and when the screen changes, be prepared to pedal left. Then you have a bunch of jumps where you go from the edge of one peg, go right, then jump right. Stand on the right grass plateau above the cloud pit. Run right and tap a jump over the enemies, then keep running right--the 2-wide pit will be no problem--and make a big jump over the yellow guy. Then make a big jump off the pole to get to the boss. He's a blue dinosaur, and the pressure pump again moves left as you jump on it. Same strategy as in level 4. There's a 1-minute-down power-up and an extra man if you run right, retreat, and repeat. 4-6-1. LEVEL 6-1 You can enter the edge of the tube platforms here, but if you land on a bulge in the transport tube, you take a hit. Run right and jump on the left edge of the tube. Fire at whoever's there, then run right. Jump before getting to the end. You can bounce right a few times to get to a wall. This time, enter the transport tube. Jump onto the left bottom bouncer, then spring on it to get to the one in the air. From the left edge of it, move right as you bounce down and hit (A) so that the next jump could lead you to the cave above--but instead, push against the wall just below it. Enter the transport tube and then jump onto the first bouncer over the water. Then jump to the next one--one square left of the upper right one. Then bounce on it to get to the upper right, then throw the fuzzy at the cave of bouncers. Run right. You'll hit the wall as you fall. Take the transport. Jump onto the bouncer, but don't take a big jump right. Just drop right, run right, get the 1 minute down behind you, and exit. 4-6-2. LEVEL 6-2 Run right across the water. On the third butt-bounce, jump and then make a big jump. You'll have a lot of running before another transport tube. Now after a few steps, you will want to jump again, and then you can run right, jumping over an enemy in a tight area. Then butt bounce across the water, jumping on the third bounce. You have to swerve back here in mid-air to get it right. But then there are just two easy jumps to the transport tube. Duck under the air snake. Then run across and jump before hitting the right edge. Be prepared to jump again quickly on the next transport belt. Fall off it to the right and then run across the bottom. Three butt bounces and a jump and you are in exit territory. 4-6-3. LEVEL 6-3 Butt bounce twice on the water. Then bounce from the 2 bouncers to the 1. Take a big running jump right--you will twist in the wind a bit with the blowers from the right, so it may be best to jump in the center and push right when nearly landing. Then take a small jump right to avoid the blowers and hit the next bouncer. Then fire right at the cavern of bouncers and jump into the wall. You should be able to go to the right bouncer and jump and push right to get out without falling just below. If you really do it right, you can hit the wall where you can take the transport to the other side. Jump on the leftmost block, fire right and run right. You'll hit near the wall. Jump up the side and turn barely back left. Fire into the cavern and this time you can just fall right, enter the transport, and jump right twice onto the higher transport. Jump across that. Fall to the right but jump over the small river(you can bounce over it, but I don't like having the obstructed view.) You can run-jump past the bouncer between the rivers to the next bit, then take the transport. Then jump onto the bouncer, then power-jump right onto the transport. You can take a big jump onto the plateau to the right, then run across the islands in the air and jump. Land on the 2-wide. The next jump is not easy--stand at the left, then run and jump twice quickly to go on the raised islands. Navigate the wasps then jump off the transport and run right. You will probably need to run from side to side to outflank the boss, who is very fast. Note that the game gives you credit for one hit right away if you jump on the plunger just as the enemy appears. While it is possible to get a few hits in a row, don't get greedy. 4-7-1. LEVEL 7-1 Jump up to the transport and take the tube. Jump down to the next transport, avoiding the wasp, then up to the next one. Jump up to hit the air snake before jumping up to the next one. Running jump right onto an octagon below then jump again quickly. The next jump is tricky and may require some practice. Jump on the big octagon to the right--beawre the enemy falling into the octagon. Be on the way down, at the middle--jump over the spark if it's there, of course--and big jump right, then jump right again on the top of the next octagon. Wait too long and you will run into a big octagon and fall into the water. If you do it right, you will land on an octagon above the water, with two footholds in the UR. Jump over them and onto the stairs and over the dispenser. Run right and jump just before the dispenser to go over it. Fire at/jump over the air snake and take a long running jump but tail off at the end so you don't fall in the spike pit. Two quick jumps right then a third relatively long one, then two jumps up. Then jump up to the stairs and fire when the enemy's almost on you. Roll down the hill to the right and jump up on the second square. Land on the sphere. It looks like it has spikes, but it won't hurt you. Fire at the enemy and run across following the spark. Pull uup near the end to jump on the next sphere. Jump right and jump up onto the pegs. Run right onto the next sphere, short jump while still running, then jump over the other sphere. You will fall. The electric current only goes left to right here, so get a running jump to jump over the sphere. Just drop after jumping on the wasp, then run right. You can run under the wasps and pick up a 1 minute reducer if you want, too. 4-7-2. LEVEL 7-2 Two more scenes to go. Here's an interesting start: run left to the signpost base, then right and down the slide. Climb up the next, firing when an enemy is right by you. Jump up and over the dispenser and then the wall. You can run under the wasps and then jump onto the big octagon, jump up and fire at the enemies. Then jump up to the next ledge, then running jump back left to some pegs, then jump right and run across the spaced pegs. Jump from them to the top of one octagon, then the next. Twirl in midair to make sure you hit the intended targets. Then fall right of the octagon and be prepared to make another big running jump to get on one sphere, then the next. Run across that wire and make a big jump to solid ground, where you need to jump up a wall. Long running jump up to the second ledge and fire at the enemies to the right. Run along that, jump onto the conveyor(an extra man may follow you but you shouldn't need him) and then jump onto the pole--a medium jump should work. Push (A) and jump when it bounces back up from the left. You want height on this jump. Jump onto the octagon. Fall right and jump onto the right cloud-pegs. Then jump onto the very top and fall right. Be prepared to jump as two twiddlers will be around. Jump onto the octagon. Jump as far right as you can, and you should make it onto an upper conveyor. Then jump past the air snake and over the enemies. Butt bounce across the water and fire up. Now past the dispenser is a very hard jump, if you want to do it right away. You need to jump between the first and second steps on the way down. Then land on the right globe, wait for the spark to go by, jump left, run left and right, and jump right over the spike pit. Or you can go down the hill, make the air snake appear, then fire up at it, then jump on the first or second step. Your running jump is easier then. 4-7-3. LEVEL 7-3 Okay, this is it. A nasty level where one error kicks you back to the beginning. But it is no longer than the others, and besides, between save states and this guide, all that's not really a factor...right? Run all the way left, then do a big jump right. Squeeze through the crack and drop right. Jump up off the bouncer and fire right. The tunnel of bouncers is tricky here, but if you run right and hit jump at either of the last two, you can twist your way to the other side of the water or, better yet, the lone bouncer just right. If you fall in, careful jumping gets you to the block next to the pole, where you can make a big jump up. Otherwise, use controlled pirouette jumps to move across and get to the cloud-pegs. Take a jump from the right one and be prepared to hook back left. Jump on the 3-wide with the bouncer in the center and then fire at the enemy to the right. Jump and fire down at the twiddler past the spikes. Jump over and fire at the red guy using the bouncer, then running-jump under the bouncer twice. You can and should make three jumps up from here from the conveyor to a top platform. Jump onto the pegs and then make a big run right onto the octagon, then hig another jump. There's a long platform here. Short jump just after landing, then jump right away again, then make a big long jump into the wall. If you miss the jumps it's not a big deal. You just have to avoid two gliders, and you'll have to repeat the first step below. (Note: if you jump perfectly, you'll jump over a narrow spire and skip the first dispenser in the paragraph below. But it is risky.) Use the bouncer to get on the platform and then jump over the spikes with a running jump. Deal with the uphill and wasps by firing when a wasp is about to land. There's another uphill jump. Jump from the first step and run right, then make a big long jump. You'll hit a bouncer and fall. From the bouncer below, jump back up onto the octagon. Then jump right to the bouncer. Then bounce right with a long jump(note-- taper it off so you land at the midway point where there is a small divot,) run under the air snake, jump over the pit(falling in is no big deal) and run right to the boss fight. This fight can be somewhat tricky, although I found with going to the middle bouncer, sometimes I just had to tap left and right every now and then to take the guy out. If you don't like the timing of your jumps you can always take a big one. Also during your jumps when you move just a big left and right to jump on the enemy, you can get two hits for the price of one running on top of his head. So it pays to be aggressive here. The big risk is him hitting you on the downside of your jump. And of course since this is the last fight, don't worry if you get hit once--use the invincibility to jump on him. By the way, another way to beat him is to go to the middle bouncer and just use running jumps on the enemy's head until he's drilled down. Remember the more he's hit the shorter he gets and the easier he is to contain. Now make sure you get a good running start over the spike pit before continuing. 4-8. THE END The ending depends on how much time you used. 3:00:00 and above: hours or more: the king dies. 2:30:00 to 2:59:59: you are a royal hero! You get money. 2:00:00 to 2:29:59: you get a high post in the realm! You get money. 1:30:00 to 1:59:59: you get a box of jewels and the king has you for a son. 0:00:00 to 1:29:59: you get the princess and a box of jewels. 5. CHEATS 0x0f = level number. Kill yourself and the game will reset to the scene indicated. 1-1 = 0 1-2 = 1 1-3 = 2 2-1 = 3 2-2 = 4 2-3 = 5 3-1 = 6 3-2 = 8 3-3 = 9 (3-1 after the door in the wall = 7) 4-1 = a 4-2 = b 4-3 = c 5-1 = d 5-2 = e 5-3 = f 6-1 = 10 6-2 = 10 6-3 = 11 7-1 = 13 7-2 = 14 7-3 = 15 0x10 = ones digit of hour 0x11 = tens digit of minute 0x12 = ones digit of minute 0x13 = tens digit of seconds 0x14 = ones digit of seconds 0x15 = # of lives 0x16 = # of money bags Use the two below with the pause feature. 0x29 = x coordinate(I think it is 2 bit) 0x2c = y coordinate(offset from the top, so b0 is near the bottom, 10 near the top) End of FAQ proper ================================ 6. VERSIONS/CREDITS 1.0.0: sent to GameFAQs 5/3/2009, complete Thanks to the usual GameFAQs/honestgamers gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Thanks to the NES Completion Project for keeping it going. Thanks to SBAllen for putting various North American NES games up for a bounty. I'd never have had the patience for this game otherwise. Thanks to AdamL for his information about different times making different endings. All you people at honestgamers, YELL AT ME if I forgot you and you deserve to be in there. I mean, it's partially because of HGWars I wrote this FAQ, and I want to add to this in the future.