/============================================================================\ | Squashed | /****************************************************************************\ .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Version 1.0 (08/10/2005) Version History: -3/27/2006, added 1up as a host. 1.0: Basic Guide Complete - (08/10/2005) .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:..:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Legality: This Guide is Copyright, 2005, Matthew McIntyre This guide may not be used on a website or in any public forum where it is protected by copyright without the consent of the author. To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com Game by Jaleco ****************************************************************************** * Table of Contents * ****************************************************************************** *To jump to a section, hold the Control Key and press F, then type in the section number as it appears (ie type S1). S1: Intro S2: Basics S2.1: General S2.2: Techniques and Tips S3: Walkthrough S3.1: World 1 S3.2: World 2 S3.3: World 3 S3.4: World 4 S3.5: World 5 S3.6: World 6 S3.7: World 7 S4: Enemies S5: Items S6: Credits -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | S1: Intro | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= What's this? I find it hard to believe that I'm writing about another Ninja game. But what can I do? This game was so great of an opportunity to write for that I couldn't possibly pass it up. What's so special about it? Squashed, or Ninja Jajamaru: Ginga Daisakusen, was never released in North America, it exists here as a prototype. But what's so compelling about the game is that it seems to be a mishmash of elements from other games, especially Mario games. This is a far cry from Ninja Taro, a related game, but I still enjoy it. The story is fairly odd and revolves around vegetables. Many characters make veggie puns, trying to add soem humour to the game. I wasn't exactly taken by the humour in this agme as I was in say, the Mystical Ninja series, but it's lame enough for my approval. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | S2: Basics | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ******************* S2.1: General ******************* Control Pad Left/Right: Move player. Control Pad down: Crouch. Control Pad Up: Enter Portal. A: Jump. B: Attack with some items/Charge. *When you jump, you will stick a weapon out as you descend. Jump on enemies like this to defeat them. Screen: +--------------------------------------+ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | +--------------------------------------+ ||(M)X2 || ... ||TIME| | ||0000000 || ||400 | ( )( )( ) | +--------------------------------------+ ^ ^ ^ ^ Your lives Item Time Letters and score. Info Lives/Score: Your lives and score are displayed numerically. After you get beyond 9 lives it will be displayed as "X" and this will not change as you earn more 1ups. Item Info: The item you currently have is represented here. Dots beside the dispalyed item show duration for some items and uses remaining for others. Time: When the time runs out, you will perish. Letters: Getting three of a letter will cause effects in the boss battles. A Monster will be tossing things up from the bottom right corner. The effects are subtle so I haven't identified them. I you know anything, drop me a line. *Two Player and Two Characters: You can choose between Maru or Cori as your player. Or you can take a random choice. Two player is two player alternating, though you _decide_ who takes the next turn after you die. ******************* S2.2: Techniques and Tips ******************* Bouncing: You can use enemies for a short bounce after you hit them, allowing you to catch some extra air (but not much). Charging: Hold B to charge. This makes you run in place. If you charge long enough, you go into a roll. The roll ignores most enemy defenses. If you let go of the charge while your character is still running in place and hold forward, you will run. Jumping now will cause you to leap high into the air. Charging is an essential skill. Climbing: Some walls let you climb. Hold the control pad towards the wall and press jump. To jump off, start the climbing motion, and while the character is still moving up, press away from the wall and jump at teh same time. Downhill Rolling: PRess down on a hill to go into a roll. Bosses: You must use your standard weapon against bosses, and if they hit you you are dead regardless of the spacesuit. JetPack: The jetpack gives you a spacesuit by default. Entering Portals: Portals can be tricky. You have to hold up while jumping into them to activate them. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | S3: Walkthrough | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------------------------------------------------------------ World 1: Moon Base ------------------------------------------------------------------------------ S3.1 ********* Stage 1 ********* Time: 400 Walk to the right and defeat the brown volcanoes. There will soon be a block in the ground - this contains a spacesuit so get it. After some more volcanoes you will see three blocks. Two of these blocks give 1000 points, the other a jetpack. Use the jetpack to fly up and to thr right, and ultimately find three blocks in the sky. One of these blocks contains a one-up. You'd be best landing on top of the blocks to ensure you get everything. Jumping down, mind the pit to the left. To the right are some bouncing UFO's, then a block with a letter orb in it. Soon after are some craters with Moon divers. These moon cresents will pop in and out of craters and toss moon shaped projectiles at you. Hit them after they've popped up, and do not stand on the crater thinking you can get them as they come up. After the moons, you will come to two big pits. The first can be jumped in a normal fashion, but the second will require you to charge a run first. You could also bounce off the red volcano, but that's a lot trickier. At the next group of three blocks, there is a moon boomerang. If you want this weapon, charge your run to jump on top of these blocks. To the right after the first pit is a Moon Diver in the big crater. After the next jump, be aware that a red Volcano will be walking soon. I mention him because he could take you by surprise. After this, the stage is fairly straight-forward, when you get to the exit you will need to charge your jump to reach it. ********* Stage 2 ********* Time: 400 You will start out next to some blocks, one containing a star bomb which you may take if you wish - items aren't terribly important at this point in the game so you may even consider taking it as an opportunity to test it out. In fact, the level seems to be designed to offer weapons to you openly, because soon you will get a wheel, the item that functions like a Metroid screw attack, on a hill. Test this out on the Face Tanks up ahead. A relatively benign enemy, you'll eventually come to realize that Face Tanks are truly all-terrain with their ease of approach when it comes to walls and inclines. After the tanks there's these orange pipes with eyes. Red clouds can be found around the opening. You can destroy these as per usual, while they duck in and out of pipes they are easy to avoid if you just pay attention. After the initial pipes, you will find two blocks. One will have a letter orb, grab this the pay mind to the red cloud on the pipe to the right. It's placed in a way that could get you if you descent to far from it. Instead, try a charged jump to either clear or destroy it. After this pipe you'll find two pits that are possible to jump normally, but play it safe and charge if you're intimidated.There will be horizontal and vertical pipes afterwardsm, with their clouds. Definitely take out the cloud in the right horizontal pipe. You should be at a cliff, and a platform will be moving back and forth. This is why I wanted you to defeat the red cloud, to focus on jumping to the platform. Those blocks down there will contain a Jet Pack. These allow you to cross the upcoming gaps with ease but you can just jump if you prefer. After some pits and pipes, you'll come to a vertical pipe with a steep drop-off and some blocks to the right in the air. Well these blocks will give you a moon boomerang if you'd like it. Up next is a staircase of four pipes, each with a red cloud. I'd warn you if you try to climb this staircase by bouncing on the clouds, it wouldn't be odd to connect with the side of the fourth. After these clouds is a floor of pipes. No clouds, but the exit. Charge jump to it. ********* Stage 3 ********* Time: 400 head to the right and mind the face tanks. There'll be an item in the floor, treat it as a block. Okay, this "lightbulb" turns you into a giant, robotic frog that's not unlike those found in Mega Man 2. You must jump to move as the frog and any item you had will be lost, so weigh your options when thinking of using the frog, as it may not be that appealing when the practical need to beat the level is concerned. The next item is an item orb. Take it and continue. When you reach the lightning section, look for the floating platforms. Your character has a bit of slide wehn he/she lands so keep that in mind as you jump to them. Just take your time here, there's no enemies, just jumping. If you fall into the energy you'll regret it, naturally. The blocks in this section contain points. After the lightning section, you'll be on a ledge above an incline. There's a face tank here, don't underestimate it and make sure you time your descent so that it isn;t coming up the incline after you. You don't have to be fancy and leap from the ledge to the tank. After this, three blocks in the floor give points. Then comes a large incline for you to travel down. But that's not all, probably with a charge jump you can leap to the visible ledge above where the incline starts. There's a point block here. After the slope, you'll come to a short chamber with Green Cannons. Just take your time and you shouldn't get hit. To end the stage, leap onto floor between the two structures that look like springs or switches. ********* Boss ********* Time: 400 A big Face Tank! See the battlestage, those structures in the corners? They're pipes. This thing basically rolls around the stage, the walls and ceiling inclusive. It only takes a few hits, but the tricky thing is that it will at times move back and forth. Of course this means that casual jumps on your part may wind up having you connect from the side. And as with every boss in this game, that's going to kill you regardless of spacesuit. Tiem yoru jumps so that you compromise the back-and-forth shuffle, at the mid point. And hold the direction pad the the direction opposite the way the thing was travelling so you get clear of it. It is possible to hit multiple times in a row. ------------------------------------------------------------------------------ World 2: Space Fortress ------------------------------------------------------------------------------ S3.2 ********* Stage 1 ********* Time: 400 You start out on a shuttle-like area, head to the right and defeat the Green UFOs. They aren't much harder than the pinks, still easy to predict. Keep beating them as you head to the right. You'll come to an incline with some blocks in the air. If you are having problems reaching the tops of these, use a charge jump. The first contains points. The next is a spacesuit. If you've lost the Spacesuit from 1-1, then I suggest you take this. Going to the right will take you to a platform that looks like a large bolt with the occasional nut. There's some very simple, drone-like enemies here. They're like the brown Volcano crater enemies, they just walk forward. Keep to the right, you'll come to a break in the bolt, where energy connects it like the pits in 1-3. You are going to need to charge jump over this. Soon you'll come to a white rectangle with port-holes. I think it's about time that I mention the special property of the bolt. If you are on top, press down to appear on the bottom, with gravity reversed. Pressing up while on the bottom will return you to the top. Alright, you can collect items all over this white rectangle now. Bottom Left: Moon, Bottom Right: Clock, Top Right: Points, Top Left: Points. Head to the right, charge jump over the lightning gap and continue to the slope. There's three blocks above the slope: Points, Wheel, and Letter Orb. Get what you want. The Wheel's in the middle and the orb to the right. If you get the wheel, jump down and to the right, you'll be prtoected from the green UFOs this way. Otherwise, jump back to the slope and take the less risky approach. The exit is right ahead, you don't need to charge jump to reach this one. ********* Stage 2 ********* Heading to the right, you'll immediately be entering a tunnel with green cannons. There's an item right before them, a spacesuit. There's only three so just get on by and you'll come to a blue pipe, jump on it and press down. The pipe has dropped you down one floor, head to the right. The item in the floor is a frog transformation. To the right's a new enemy, a detonator. These enemies just stay still, but if you bounce on them they will explode shortly afterwards, as you depress their plunger. Okay, the frog doesn't receive any harm from the explosion, but you do if you jump frogless. Jump up into the pipe and use it to get to the next floor. Immediately to the right is a tunnel with two green cannons, and a letter orb in the floor. The next pipe down is just afterwards. When you go down, head to the right. There's a detonator close to the pipe, don't bother with it if you don't want to. To the right will be a pit with little green, flea-like dudes jumping up and down. While in theory you could bounce across the gap on some of these, use a charged jump, be sure to jump close to the edge. After the jump, there'll be two green cannons and a point block. The cannons are positioned so as to fire directly at each other, one to the left and up and one to the right and down. Wait until both have fired before passing. Soon after is a pipe up. To the left is a point block and detonator. To the right are three cannons positioned in a triangle. You can stand (probably crouch) between them until it is safe to pass. You'll come to the exit and two blocks. The blocks are a star and some points. ********* Stage 3 ********* Time: 400 You start, and an item is activated. It is a letter orb, snag it. There's five other blocks here: both on the left are points, all three on the right are points. You'll notice a spring walking back and forth. Right, jump on it and hold the jump button in to spring up and start this vertical stage. Land on the platform, and jump to the right wall. Hold the control pad toward the wall and tap jump to climb it. If you want to jump off the wall, start a climb. When you're in mid climb, press away from the wall on the control pad and press A. You should make a jump. Climb the wall until you see a platform. Jump to this platform. You can cling to the sides of platforms, by the way. If there is a Face Tank on the left wall, either use your star bomb to take it out or jump onto it. Climb the left wall from here, jump to the platform. Take the Face Tank on the right wall out, climb the wall and jump left to the next platform. Jump to the left wall and get to the platform before the green cannon. Jump to the right wall, climb until you come to glass. There will be a platform moving up and down - you must leap to this plaform. Once on the moving platform, you should see that the glass on the left wall forms a ledge. Jump on top of this ledge, then jump onto and climb the left wall. Climb until you meet the glass, wait for the cannon to fire, then jump to the moving platform. Jump over to the right wall, above the glass, and continue up. Jump to the long platform, use the left wall to get up to the floating platform, then enter the black space. ********* Boss ********* Time: 400 A giant UFO. It will float around the screen, making figure eights at times. Sometimes, it will drop and launch two shots horizontally towards you. Jump at it and bounce off it to safety. You can hit it during a figure eight but make sure it is at the bottom of the curve - I don't really recommend it because contact with the UFO will spell your doom. Alright, so after four hits it is destroyed. The boss' pattern is simple, but please don't be careless. ------------------------------------------------------------------------------ World 3: Hot Pepper Planet ------------------------------------------------------------------------------ S3.3 ********* Stage 1 ********* Time: 400 The king in World 2 warned you that you'd get hot feet if you stood still. This is thrue, if you stand on the red ground with flames flickering on it for an extended time, your character's face will get red before he/she jumps into the air. You aren't damaged, but of coruse uncotnrolled jumping can cause a problem or two. Fortunately for you, you have to stand still for a while for the effect to take place. Heading to the right from the start, there is a moon boomerang in a block in the ground. Head up on top of the hill above the item, and jump on the moving platform. Don't fall on those flames, they're certain death. Jump to the next platform then to land. Be careful - a red flame will be on its way. These can not be jumped on. To the right after some flames will be a block in the ground. This is a jet pack, and to its right is an item. If you fly into the sky, you'll find a red whispy enemy that you can hit for 400 points. To the right, you'll find some hills with red flames. Jump on the moving platform. Jump to the enxt platform, then jump down to get a jet pack from the block. You can fly up to four platforms ahead with this, but maybe only risk three. The last platform will take you to a red ledge. Don't jump on this, instead you should duck. It will take you to this little area with a block that has three extra lives. Jump on the platform as it is coming back, duck immediately as you don't want to be pushed off into the flames. After emerging from beneath the ledge, jump to the ledge and begin heading right once more. There will be a tall, vertical chunk of land and some blocks at level with its top to the left of it. Charge jump to cliff, if you're having trouble with the hot ground, go to the corner of a "Step" and you should be immune. The two blocks are points and a wheel. Heading to the right of the tall chunk, you'll encounter a tornado enemy. It can knock you around a bit, so just roll through it. Keep going and you'll come to the edge of the cliff. Jump out onto the platform, it will fall when you land. Jump to the next, then to land, then jump into that vertical stream of water to beat the stage. ********* Stage 2 ********* Time: 400 This stage is more or less vertical. Begin your climb, but watch out for the pink UFO. It could hit you from above, and the green cannon will complicate things. The block onscreen from the moment you start is a wheel. Continue climbing. After two green cannons you'll find another block: a spacesuit. Continue the climb. again, watch out for pink UFOs. You will eventually come to a vertical rail with a platform. Jump to the platform and it will begin to carry you up. As you go up on the platform, you'll pass a block in midair. This is a 1up. Jump back to the platform and you'll be carried up again. When you are almost on level with the next set of blocks (blank) charge your jump. Jump from your platform to the next one floating up and down to the left and up. From here jump right. That block to the left and up has a letter orb. Jump onto the platform and begin charging your jump. Jump slightly after the blocks up onto the next platform. Jump to the right onto the next ledge. Leap onto this next platform. It will carry you up, no need to charge your jump but you will need to jump to that diagonally moving platform you see. From that platform jump next to the left wall and climb it. Jump to the right floor from this wall and then use the exit. ********* Stage 3 ********* Time: 400 You start next to an item and a green cannon. The floor at the moment is not hot. The item is a letter orb, proceed to the right. There will be two cannons and a block - a jet pack. Use this to fly over a few ledges and gaps with some cannons and a tornado. When you land, head to the right. Pretty simple as you go right, be patient with the cannons. When you come to a block next, it will be a wheel. After it you may see a red Volcano. This is the same as Volcano I. Keep going, there will be some Volcano II's and some green cannons along the way, and you'll get a space suit and then a clock. From the clock, if you go down you will be in a tunnel with green cannons and thing protrusions of ground that are kind of difficult to jump to due to the low ceiling. If you get to the end, you will be able to get a star bomb and letter orb. From the clock, if you go up you will get two point blocks and then see an area with arrows pointing straight up. Go to this area to proceed to the next level. ********* Boss ********* Time 400 A large robot with two legs. It will immediately start jumping. It jumps back and forth, a few hops to one end of the stage, then a few back the other way. Pass under it when it jumps. Right, so you see those two structures on either side of the screen? One will be depressed, the other up. Jump on the one that has a big dome up and the robo will turn pink. Get to the other and depress it to have the robot turn blue. Depressing another switch will have it get damaged. However, after it turns aroudn now, it will leap to the un-depressed switch and restore its red lustre. Okay, if you can manage to damage it two times in a row, it will be destroyed. Otherwsie, the fight will drag on for a long time. The robot, I shoudl mention, can shoot eye lasers. These do not kill you, but stun you. If you want to leap over the robot, don't try bouncing as it will probably send you in the direction opposite of where you wanted to go. ------------------------------------------------------------------------------ World 4: Star Spngled Squash ------------------------------------------------------------------------------ S3.4 ********* Stage 1 ********* Time: 400 You land on a large meteor, and the screen starts to scroll. This part is more dependent on your skills, start jumping tot he little meteor platforms. Ride the red meteor that is travelling quickly and try to stay as close to the right side fo the screen as possible. For instance, you'll notice a red meteor out to the right soon after starting, but you won't be able to reach it unless you try to stay more or less on the right side of the screen. This pattern of jumping to the far red meteors will continue for almost 100 units of time, at which point there will be another large meteor. The exit is up here. ********* Stage 2 ********* Time: 400 As soon as you land, a letter orb pops up. Heading to the right, you'll find a strange looking enemy, that resembles a decapped alien of the classical long white face variety. Just hop on it. Farther to the right you'll notice this green alien hopping back and forth. They are a large target and don't hop very high - ideal targets. Shortly after the bouncing green alien, you'll notice a skull jumping out of the ground. The red skulls can burrow into the ground when they land. They are not gone, they will pop out eventually, so know where they land. In the room with the red skulls is a group of blocks. One contains points, the other has a clock. You'll come to a area which leads to the next floor while looping backwards yet also leading forwards. To the left will be three blocks: A Moon on the right, a spacesuit on the left, and points in the middle. Back to the right, the two blocks just above the hole you've just climbed out of provide points and a Moon Boomerang just like the block to the left. Heading to the right you'll drop down to be in a room with a green alien. Use a boomerang if you think the ceiling will be a problem in jumping on the enemy. When you come again to a pit, you can either go down or to the right. That item is a star bomb by the way. Regardless of your path, heading right will eventually take you to the exit. It is just that there are red skulls on the top route and a spikes which drop on you down below. ********* Stage 3 ********* Time: 400 The black hole the previous king warned you about. Take that portal just in front of you. Watch put for the sparks and take the bottom portal. If you go back into a portal, you will be taken backwards. Backwards may mean multiple rooms. Take the bottom left portal, you'll drop from the portal in the top right. The block has a letter orb. Take the bottom right portal. Take the next portal to your right. Look out for the sparks, then take the right portal. You'll be in a room with three portals. The portal down below takes you backwards, so take the top right. Head to the portal to you right, take it. You are spewed into a room with three portals on the right wall. The bottom takes you backwards. The top takes you to an area with two blocks, a star bomb and a space suit. The portal in this room takes you back to the room you were just in. Take the middle portal to progress through the stage. From here, take the right portal. There will be a portal below you and to the right and up. The bottom portal leads backwards, charge jump to reach the top right. Head into the right portal from here. Head to the bottom right portal. I hope you have the star bomb to destroy the spark, then enter the top right portal. Alright, you're in a room with four portals. The one you were just in, one in and one in each of the other corners. Bottom left takes you to the bottom right which is the corner you start in. Top right takes you through a few portals which lead to a room shaped like a happy face, the "crown" being made of item blocks, all points. Use the right "eye" to escape. Back in the four-portal room, enter the top left. Follow these portals until you are finally in a new room. Follow the portals until you're in the centre. You will need to charge jump to that portal, which is coincidentally the exit. ********* Boss ********* Time: 400 Weird, there's portals appearing and disappearing all around in the air. You will notice that when this portal stops, a large green alien will drop from sky, where the portal stopped. Jump on its head. It can shoot a shot that like the previous boss, will stun you. It does not take many hits, just watch the portal as it slows down. ------------------------------------------------------------------------------ World 5: Strange, Uneven Planet ------------------------------------------------------------------------------ S3.5 ********* Stage 1 ********* You start out on some hills that look wooden. You may want to move out of your immediate position as a green construction robot is throwing blocks at you. You can just run on the hill above the path of his projectiles and attack him. The second construction bot is a little harder, but you can just wait for his stack of blocks to diminish a bit. If you want to reach those blocks, charge jump. Theyc ontain: points, spacesuit, moon boomerang. Heading to the right from here, jump across those platforms. These fall as you leap on them. Towards the end is a block with a 1up. There's one platform after it, then a detonator on the ground. Either wait until this detonator has walked close to the edge before attacking it, or try a charge jump from the 1up block. Get over the tall ledge and continue to the right. There will be a construction bot near a pipe. Alright, you can either toss a moon at it or wait for it to let the stack down a bit. The same situation will present itself just a few steps further. Jumping down, you'll come across two detonators. Your movement won't be restricted liek the earlier detonator so dealw ith them as you see fit. The next block you see will be points. At this point block, you will see a bot up on a high ledge. Either wait him out or possibly try a charge jump. That is, of course, if you don't have a weapon at your disposal. After this guy there will be a pipe staircase with four detonators. either climb the staircase by jumping on them, but if the bottom step moves you'd be best to play it safe and take them out one by one. You come now to a pit. There are some pink fleas here, not much different than the green fleas. Cross the two pits, charge if you need to, and you'll arrive at a staircase dominated by two stacked robots. These guys release their heads and bring them back down. Either charge jump from the previous ledge or take them out with a boomerang. At the top of the stairs, you'll find a construction bot to the left, and a pit to the right. Taking the right, leap onto that moving platform. When it reaches it's lowest point jump to the right. Head right to the giant pipe, get on top of it to progress. ********* Stage 2 ********* Time: 400 -If you still have the boomerang, you can use it to destroy the blades in this level- Interesting new obstacle: swinging blades. They will swing and then stay in place for a while. You need to tempt them to swing before moving past. These first two are practice I suppose. The next is before a pit. Try and provoke it into swinging then jump across the pit, using the blue fleas as bounce pads if you must. There's a stack robot here, but you should get it on your way down as you will go through its head when your hammer/club is out. Heading to right, again tempt these two blades and move on past them. The block here has a space suit. Keep to the right, a staircase with blades. Tempt them, and jump on them when they come to rest to destroy them. Drop down and make the next jump. Alright, get the blade to swing before you do this next jump, and use a charge jump if you have to. There's a stack bot after the jump, then a ledge with a blade. Let it come to a stop then bop it. You should make the next few jumps without incident. This takes us to a drop, the drop takes us to a hallway with some orange drones marching towards you. Along the hallway are some alcoves. Use the higher ceiling here to bop the drones. After the hallway is a little trickier part. A boomerang would seriously help here, but if you lack it start jumping these ledges. You can't tempt the blades found on these ledges. You will need to jump onto the ledge then jump again so that the blade's swing passes under you, and you land on the blade to defeat it. After two of these, you have a choice. Either charge jump to the left and get the jet pack. The jet pack doesn't serve a purpose here but it counts as a suit. To the right, there is a letter orb, a point block, then a stack bot. Afterwards is the exit portal, and you will need to jump to it. ********* Stage 3 ********* Time: 400 An item is activated as soon as you start - a wheel. This stage is interesting as it's goign to start by having you travel down. As you fall you will find a stack bot and plenty of orange spikes. Keep jumping down, the first block you come to is a spacesuit. Up next is a star bomb and point block. Keep to the left as you fall if you want the star. The next stack bot after the star bomb offers a fork. If you go left after the bot, you will get a space suit. If you go right, a letter orb. Take the left. You can reach the letter orb with a charge jump anyways. Keep going down. The next item is kind of redundant - another spacesuit. When you reach the bottom, you are teleported to the next level automatically. ********* Boss ********* Time: 400 This thing is very easy. It will coem out of either of those two pipes and swing a hammer. This will cause some parts of the floor to fly up. They won't harm you if you stand still. Let one be defeated by your standing then jump on the boss' head. You can bounce multiple times for a very easy win. ------------------------------------------------------------------------------ World 6: Frozen Vegetable Section ------------------------------------------------------------------------------ S3.6 ********* Stage 1 ********* Yep, a frozen vegetable section, so by all rights the floor should be slipper, right? Right. You will slide on this floor. You start in what appears to be a wrecked pirate ship. EHad right minding the slippery floor and the ghosts. Leave the ship and jump out into space and onto a structure with a point block. From here, jump onto the moving platform, then onto the next, then onto land. From this land, charge jump onto the next section of land. Jump down to the next, up to the next, and then to the next. Jump over to the next piece of land and get the wheel if you want. Jump onto the ledge then to the next bit of land and climb the far ledge here. Jump to these platforms. Run down the falling platforms, jumping toward the end. You will come face to face with a blue robot warrior. Hit it to shrink it, then again to defeat. If you want the letter orb in that block, you will need to charge jump up there. Keep to the right after this. A few more warriors and then eventually the exit. Make your jump count because this exit is suspended in the air above a pit. ********* Stage 2 ********* -Ground is not slippery and you can walk on to of those protrusions with the missiles- A scrolling aircraft, not unlike Super Mario Bros. 3's Doom Ships. You'll be attacked by three warriors soon, and they may prevent you from getting the jet pack. If you get the jet pack, you can fly in the air to defeat two orange robots. Otherwise, jump over the energy pit and head right. Jump up past the snake cannons and get the space suit if you wish. Keep going. You will get to a point with energy fields in the gaps. You can jump these normally. Afterwards, another round of warriors. You will also soon see a blcok in a depression. If you risk it, you will get a star bomb. It would be easier to defeat warriors with this. The next block holds a jetpack. Use it to fly up to three blocks - one with a 1up and the two others with points. Back on the ship, head right past the snake cannons. The next block contains points. Shortly after this block, you will drop off a ledge. Be ready to jump on a platform mocing horizontally. You may want to charge jump off this when it's nearing land. The exit is here. ********* Stage 3 ********* Contrary to the usual, head to the left. There's a warrior and two point blocks. Jump onto the conveyer belt. there's a green cannon here, but even on the moving floor it's easy to avoid. But now we come to a staple of games with conveyers: pits of death. The belt won't actually dump you onto the spikes, but they're too long to jump normally. Go a bit back on the belt and charge jump over the spike pit. Okay, so now you're contending with a blue warrior and a green cannon. Watch the cannon and get the blue warrior when it coems near. Take the bottom route from here if you want to get a block with a letter orb. IT's possible to leap teh spike pit from here with a charge jump, though if you want to play it safe you can backtrack and take the top path. When you land, take out the warrior and get the point blocks. Enter the door. An elevator takes you to a new floor. There's a white warrior here, treat them as a blue warrior. Get up on teh belt and head right, watch out for the green cannon as per usual. Jump off the belt and go under it to get some points and a spacesuit. Please note that the green cannon can shoot through the floor at you. Over teh next conveyer and fight the white warrior. Keep heading right. Duck for the duration of the long conveyer then jump to one of the thin protrusions. Let the warrior jump into a pit. There's three blocks... this part is rather hard compared to the previous parts in teh game. Move to the back of the ledge and charge jump. Jump as you reach the edge of the ledge. You should get a point block as you fly over the three. Now, the right is another point block and the middle is a letter orb. The door takes you to the enxt stage. ********* Boss ********* Surprise! There's no boss. However, "Vegetron's Helper" will repent his sins and the next king will tell you how important it is too defeat Vegetron. This dialogue is "ripe" with puns... It's a shame you don't get to fight the awesome pirate that is Vegetron's Helper. What a shame, he had nice duds. ------------------------------------------------------------------------------ World 7: Battle With Vegetron ------------------------------------------------------------------------------ 3.7 ********* Stage 1 ********* Time: 400 You start in the clouds. Bop both of the orange field generators to make the gren forcefield disappear. When it does, jump on down. Some ice will form an airplane, jump on it then head downwards. There's some more ice planes, just keep heading down until you reach the next forcefield. There's a point block, get this then break the field. Head down. Below this point are orange drill missiles. They are a very light threat. You will come to another force field and apoint block. Head down, holding right. Jumpa cross the gap (possibly charge) and you'll be beside three blocks: two are points but one provides three 1ups. Continue to fall, you will come to two blocks, a 1up and some points. Below this point you'll see the exit. Walk to the exit and proceed to the next stage. ********* Stage 2 ********* You'll fall down and immediately you'll be next to an incline. However, upwards you will come across a Four Shot Robot. This enemy will launch four shots into the sky. If you're worried, wait until the shots have passed to attack. Keep in mind that they will come down. At the top of the incline, you are going to need to charge jump. Do it on the small portion of ground that isn't inclined. If you do it on the incline, you will not be abel to build up enough speed to clear the red structure. Be aware that an ice plane will form soon after you land on the red structure. Head down the hill, it will eventually be split with some spike pits. Past the two pits, a four shot then a point block. You'll notice that there's four orange/yellow circles moving in and out from a point. Just avoid these. There's a spacesuit to the right of them. Begin to climb the red structures separated by spike pits. Look out for the four shot bot, then make your way to the narrow green ledge. Use the platforms to get across the pit. There's a four shot on the next incline. At the top, you have two paths to choose from. If you drop down, hold right. You'll find a 1up and a star bomb - which should make dealing with the four shot enemies easier. Jump out over the spike pit. You'll notice that the decline leads here as well. To the right, more energy speheres and then moving platforms over a spike pit. Jump from platform to platform until you've passed the pit. After a decline, there will be more red columns with pits of spikes. There will be a four shot on the first column - use a star bomb if you got them. Jump onto the moving platform, then onto the next. Wait on this one. It carries you up, get into that black door you see to the right to progress. ********* Stage 3 ********* Time: 400 Head to the right, there's going to be large green drills here. Tempt them, let them pass before you try to pass them. After a few, you'll see a green robot tjat jumps from time to time. Jump on the Bouncing Robot and it will turn into a small walking robot. Jump on this to defeat it. Keep heading right, grab the spacesuit if you need it then you'll be at a pit with a blue urchin. The urchin jumps up and down. You can bypass this pit, just wait for the urchin to begin its descent so it doesn't striek you from below. You need a weapon to defeat an urchin. You can defeat the urchins with a roll, but it's not recommended when they're above bottomless pits. After the second urchin, a block. The block contains a moon boomerang. Pass the enxt pit and climb the hill. There's more green drills and a bouncing robot. These robots are instantly destroyed from weapons, so use a moon if you must. You can also destroy the green drills, but that's kind of a waste of a boomerang - a roll works just as well. The next item is a spacesuit, found right before an urchin pit. The block afterwards contains a moon block. Jump up into the pipe. Heading right on this new floor brings you to three blocks, two point blocks and one with three 1ups. Head to the right from the pipe. Those blocks in the ceiling are worth some 1ups. Jump from block to block, then jump down to where there is a bouncing robot. Jump on the green switch to reverse gravity. Walk across the ceiling, jumping over spikes. At the next switch, wait for the platform to be under you so you don't die on the spikes. Ride it to the right and jump to land, charging if you must. Continue on until the next spike pit. Get over it and take the door to the next stage. ********** Final Boss ********** Time: 400 Vegetron, the entire game's lead up to this cataclysmic battle. Well, it's not really that tough, but at least it _is_ the hardest fight in this game. Veggie's riging a large pink face with spikes on the bottom. He moves back and forth across the stage with a small arc downwards. When he stops in the middle of the screen, he will move straight down. What you do is charge jump when he's landed. Hit Vegetron himself. After the first hit, the machine turns purple. Bounce off of him. The machine will be moving faster. Two hits and it will turn blue. Two hits and he's defeated. Note that you must run and jump after he's landed. Otherwsie you will be hit. After teh fight, Vegetron repents and it's the end! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | S4: Enemies | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Names aren't official. The only official naming I know with regards to enemies is that they are called "Vegebots." ********* World 1: ********* Bouncing UFO I: A pink causer that bounces. Easy enough to defeat. +300 points. Face Tank: An orange face on treads. This tank enemy can be found on different surfaces, including walls. They aren't very difficult to dispatch, but at times may be placed in ways that could interrupt you. +200 points. Green Cannon: Fire cannonballs on the diagonal. Easy to dodge if you are patient. Indestructible. +200 points (cannonballs). Moon Diver: Pops out of a crater to toss a moon at you. Bop them after they pop up and before they throw the moon at you. +300 points. Red Cloud: A red cloud that persists around pipes. They are like a less dangerous Pirhana plant from the Mario series, they will go into their pipes and pop out. So while they aren't a very big threat, you should still watch them. +300 points. Volcano I: Brown Volcano-shaped enemy that merely walks across the ground. +100 points. Volcano II: Red Volcano enemy which stops to shoot a shot straight up, from the crater. +100 points. ********* World 2 ********* Bouncing UFO II: Green ufo that unlike the occasionally bouncing Pink UFO, bounces all the time. +100 points. Detonator: Explodes after you jump on it. As a human, jump so that you bounce to safety. Otherwise, just get out of the way asap. They have limited movement. +0 points. Green Flea: Jumps up and down, in and out of holes. +100 points. Orange Drone: Just walks forward, comparable to Volcano I. +100 points. ********* World 3 ********* Red Flame: Enemy that you cannot jump on, use a weapon or roll. Disappears when it hits a wall. +300 points. Red Whisp: Floats around in the sky. +400 points. Tornado: Benign enemy that bounces you high if you try to crush it and will send you upwards if you approach it from the side. +500 points. Volcano III: Red Volcano with the same behavious as Volcano I. This volcano is fully a deep red. +100 points. ********* World 4 ********* Alien Head: Moves around like the drones and craters before it, looks like the classic long faced aliens of sci-fi infamy. +100 points. Green Alien: Jumps around while moving back and forth. +300 points. Red Skull: Jumps forward, and can dig into the ground. They will dig back out after a while to jump again. +200 points. Spark: Flashing, flame-like enemy that moves slowly. You are able to jump on them. +100 points. ********* World 5 ********* Blue Flea: Like the green flea. +100 points. Green Construction Robot: Stands still knocking blocks toward you. When he runs out of blocks, he tosses his hammer and runs away. +300 points (robot), +100 points (blocks), +100 points (hammer). Orange Drill Missile: These fly from the walls horizontally. +100 points Pink Flea: Like the green flea. +100 points. Stacked Robot: Head separates from the body, and moves up and down back onto the robo. +200 points. Swinging Blade: Swings when you come near, then lays at rest for a while. +200 points. ********* World 6 ********* Blue Warrior: Jumps around and swings its spear. Jump on it to shrink it and then again to defeat it. Seems like the Samruai in Ninja Taro in that respect. +300 points. Flying Orange Robot: Flies in the air, not unlike the red whisp. +300 points. Ghost: Floats across the screen. It can go through obstacles. +100 points. Snake Cannon: Shoots blue balls forward from their mouths. Indestructible. +100 points (cannonball). White Warrior: See Blue Warrior. +300 points. ********* World 7 ********* Blue Urchin: Use a weapon or roll to defeat them. They jump up and down in place. +500 points. Bouncing Robot: Jumps from time to time. Jumping on it causes a small, drone like robot to emerge. Jump on this to defeat it. +500 points. Four Shot Robot: Launches four shots into the air which will come down. +300 points. Green Big Drill: Moves vertically, use a weapon or roll. +100 points. Ice Plane: Forms from water/ice in the clouds then flies towards you. After a certain distance, it will reverse direction and probably leave the screen. +200 points. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | S5: Items | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Clock: Stop time for a limited time. JetPack: Lets you fly for a limited time by tapping the jump button. It gives you a spacesuit as well. Letter Orb: Cycles between S,F,J (A in the Japanese version). Collect it to get a letter. Moon Boomerang: Throw a boomerang with limited use. SpaceSuit: Lets you absorb one hit. Star Bomb: Throw a star. The projectile and the explosion can damage enemies. Travels in an arc. Wheel: Lets you go into a roll whenever you jump for a limited time. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | S6: Credits | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Thanks go out to my hosts, they let you see this. I'd also thank Jaleco for making the game. Despite the sources from where you got your material, this game is fun and it's a shame it was never released outisde of Japan. Websites with permission to use this Guide: www.GameFAQS.com www.neoseeker.com faqs.IGN.com www.1up.com Game by Jaleco