"Snake's Revenge" for NES Rank, Weapon, Boss guide, v1.1 (8/5/2008) by Dammit9x dammit9x at hotmail dot com Copyright 2008 This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any unauthorized web site or as a part of any public display is strictly prohibited and a violation of copyright. -------------------------------------------------------------------------------- v1.0 (7/15/2008): Initial version v1.1 (8/5/2008): Expanded sections 2, 6, 7 and 8 and added section 9 -------------------------------------------------------------------------------- TABLE OF CONTENTS INTRODUCTION 1. RANK 2. HOSTAGES AND OFFICERS 3. STEALTH 4. ALARMS 5. ITEM DROPS 6. ITEM CAPACITY 7. ENEMIES AND BOSSES 8. MEMORY ADDRESSES 9. BONUS CLOSING -------------------------------------------------------------------------------- INTRODUCTION This guide lays out various data for Snake's Revenge which has previously been unavailable. It is intended to help power players understand the inner workings of the game. Use it with your favorite walkthrough. -------------------------------------------------------------------------------- 1. RANK Snake's RANK, denoted by the number of stars, determines the size of his LIFE bar and how many items he can carry. RANK increases as Snake rescues hostages and interrogates officers with TRUTH GAS. | | Required cumulative | RANK | LIFE | rescues/interrogations | -------+------+------------------------+ * | 6 | 0 | ** | 8 | 4 | *** | 10 | 9 | **** | 12 | 14 | ***** | 14 | 19 | ****** | 14 | 22 | -------------------------------------------------------------------------------- 2. HOSTAGES AND OFFICERS The table shows how many of each are available in each segment of the game. Once Snake has entered the next segment, he can't go back. Only officers and regular hostages (genuine hostages tied to chairs) count toward the total. Fake and irregular rescues don't count. Segment | Hostages | Officers | Running total | ------------+----------+----------+---------------+ Jungle base | 4 | 2 | 6 | Ship | 1 | 1 | 9* | Minefield | 1 | 0 | 10 | Train | 1 | 1 | 12 | Final areas | 8 | 4 | 24 | * After completing the ship mission, the total is set to 9, no matter where it was before. -------------------------------------------------------------------------------- 3. STEALTH Being spotted by guards or cameras sets off alarms, but so do certain weapons. The following weapons are stealthy. They do not set off alarms: FIST, KNIFE, HANDGUN + SILENCER, MACHINE GUN + SILENCER, CLAYMOR MINE, FLARE The other weapons are not stealthy and do set off alarms: HANDGUN, MACHINE GUN, SHOTGUN, MISSILE, GRENADE, MINE, EXPLOSIVE The SILENCER is automatically used once acquired. -------------------------------------------------------------------------------- 4. ALARMS Once the alarm is set off, any guards on screen are alerted and more attack from off screen. In the last part of the game, the incoming guards are grenade throwers, who are stronger than the ordinary ones. The transciever is also disabled. Additionally, in the side-scrolling areas, bombs fall from bomb dispensers and the water is electrified. To deactivate the alarm, keep killing the guards that show up. You may use loud weapons for this, but the alarm will go off again if you fire after the last guard falls. -------------------------------------------------------------------------------- 5. ITEM DROPS It takes three hits to kill guards with PUNCH, but they may drop rations or ammo. Guards never drop anything if killed with the KNIFE or other weapons. The exception is the claymore users on the train, who always drop rations. -------------------------------------------------------------------------------- 6. ITEM CAPACITY Dmg (Damage) is how many HP the weapon takes from a target. Rec (Recovery) is how much time must pass before a target can be damaged again. (Time is expressed in frames, which are 1/60 second in the USA version.) Pack is how many units are contained in a package. The other columns show how many of each item Snake can carry at each rank. Weapon/Item | Dmg | Rec |Pack | * | ** | *** | **** | ***** | ******| -------------+-----+-----+-----+-------+-------+-------+-------+-------+-------+ PUNCH | 1 | 16 | | | | | | | | KNIFE | 3 | 16 | | | | | | | | HANDGUN $ | 3 | 16 | 20 | 50 | 100 | 150 | 200 | 250 | 300 | MACHINE GUN $| 3 | 16 | 20 | 50 | 100 | 150 | 200 | 250 | 300 | SHOTGUN $ | 6 | 16 | 5 | 10 | 15 | 20 | 30 | 40 | 45 | MISSILE # | 11 | 48 | 5 | 10 | 15 | 20 | 30 | 40 | 45 | GRENADE | 9 | 48 | 5 | 10 | 15 | 20 | 30 | 40 | 45 | CLAYMOR MINE | 9 | 16 | 3 | 5 | 10 | 15 | 20 | 25 | 30 | MINE # | 9 | 32@ | 5 | 10 | 15 | 20 | 25 | 30 | 40 | FLARE | 0 | | 3 | 5 | 10 | 15 | 20 | 30 | 40 | EXPLOSIVE | 14 | 32 | 5 | 5 | 15 | 20 | 25 | 30 | 40 | -------------+-----+-----+-----+-------+-------+-------+-------+-------+-------+ FOOD | | 1 | 3 | 6 | 9 | 12 | 15 | 18 | TRUTH GAS | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ANTIDOTE | | 1 | 3 | 6 | 9 | 12 | 15 | 20 | OXYGEN TANK | | 1 | 1 | 3 | 5 | 7 | 9 | 12 | $ Ammunition for the HANDGUN, MACHINE GUN and SHOTGUN is all bundled in ammo boxes. Other weapons and equipment require their own pickups. # The BACK PACK item doubles the carrying capacity of MISSILEs and MINEs. @ The actual recovery time for MINEs seems to be zero. Snake needs to hold 24 MINEs to finish the game. The lowest RANK for this to be possible is **** without the BACK PACK or *** with the BACK PACK. (Snake's RANK is set to *** after the ship mission.) -------------------------------------------------------------------------------- 7. ENEMIES AND BOSSES HP is the amount of life the boss begins with. You can't see this without watching the memory of the game. Damage lists how many bars of LIFE the boss takes off of Snake with each shot or body contact. The amount varies; the listed values are the upper limits. Damage is reduced by equipping the ARMOR VEST item. Weapons with a + work, those with a - don't work, and those with a . are unavailable. The damage of each weapon is in the table above. | | Damage | Weapons Enemy/Boss | HP | Body Shot | PNC KNF HGN MGN SGN MSL GRN CLY MIN EXP --------------------+-----+------------+---------------------------------------- Guards | 3 | 1 3 | + + + + + + + + + + Door-blocker boxes | 84 | 1 n/a | + + - - - - - - - + Manhole cover boxes | 4 | n/a n/a | - - - - - + + - . + Manhole guards | 12 | 1 4 | + + + + . + + + . + Underwater grate | 4 | n/a n/a | . - . . . . . . . + Floating detector | 12 | 1 n/a | . - + . . . . . . + Claymore users | 18 | 1 5 | - - + + . + + + . + Breakable walls | 4 | n/a n/a | - - - - - - - - - + Kamikaze guards | 6 | death n/a | - - + + + + + + + + Grenade guards | 6 | 1 5 | + + + + + + + + + + Missile statues | 24 | 1 5 | - - + + + + + + + + Mini-metal gears | 32 | 1 3 | - - + + + + + + + + --------------------+-----+------------+---------------------------------------- Cyber-linebackers x5| 40 | 2 n/a | - - + + . . + . . + Grenade tossers x3 | 52 | 1* 4 | - - + + . . + + . + Impostor | 96 | 6 5 | - - + + . + + + . + Tank | 162 | death death| - - - - - - - - + - Big Boss I | 96 | 1 3 | - - + + + + + + + + Big Boss II | 216 | 10 7 | - - - - - - - - +** - Metal Gear 2 | 144 | n/a n/a | - - - - - + - - - - * Falling into the pits causes instant death. ** Big Boss II must be lured away at least one room in order to take damage. -------------------------------------------------------------------------------- 8. MEMORY ADDRESSES You can keep track of these with a memory watcher in your emulator or use them to make patch codes. All values for ammo and item supplies are already in decimal, so don't convert them from hex. Address | Value | --------+----------------------------------------+ 005b | Alert status | 005c | Number of guards left till alarm dies | 0060-1 | Available/unlocked weapons* | 006e | Hostages rescued/Officers interrogated | 006f | Rank | 0070 | Snake's life | 0077 | Snake's invulnerability time | 0088-a | Available/unlocked equipment* | 046e | Snake's Y position | 046f | EXPLOSIVE's Y position | 0484 | Snake's X position | 0485 | EXPLOSIVE's X position | 0470-3 | Snake's bullet's Y position | 047a-e | Enemy/boss Y position | 0486-9 | Snake's bullet's X position | 0490-4 | Enemy/boss X position | 0590 | Time till cable car arrives | 0574 | Time till EXPLOSIVE blows up | 05cd-d1 | Enemy/boss life | 05d2-6 | Enemy/boss facing direction | 05d7-b | Enemy/boss invulnerability time | 06c0-1 | HANDGUN ammo | 06c2-3 | MACHINE GUN ammo | 06c4 | SHOTGUN ammo | 06c5 | FLARE ammo | 06c6 | GRENADE ammo | 06c7 | MINE ammo | 06c8 | MISSILE ammo | 06c9 | EXPLOSIVE ammo | 06ca | CLAYMOR MINE ammo | 06cb | TRUTH GAS supply | 06cc | ANTIDOTE supply | 06cd | FOOD supply | 06ce | OXYGEN TANK supply | * Add the following values to the specified addresses to set which items are in inventory. You still need ammo for weapons and supplies for consumable items. value | 0x0060 | 0x0061 | 0x0088 | 0x0089 | 0x008a | ------+-------------+-------------+-------------+-------------+-------------+ 0x01 | HANDGUN | EXPLOSIVE | CARD1 | SMOKE BOMB | BATTERY | 0x02 | MACHINE GUN | CLAYMOR MINE| CARD2 | HIDDEN MIKE | POWER ARMOR | 0x04 | SHOTGUN | | CARD3 | DETECT MINES| X-RAY LENS | 0x08 | SILENCER | | CARD4 | BOOTS | ANTENNA | 0x10 | FLARE | | CARD5 | ARMOR VEST | TRUTH GAS | 0x20 | GRENADE | | CARD6 | NIGHT SITE | ANTIDOTE | 0x40 | MINE | | CARD7 | OPTIC LENS | FOOD | 0x80 | MISSILE | | CARD8 | BACK PACK | OXYGEN TANK | Example: If the value at 0060 is c3, you have HANDGUN, MACHINE GUN, MINE and MISSILE. 0xc3 = 0x01 + 0x02 + 0x40 + 0x80 -------------------------------------------------------------------------------- 9. BONUS See my tool-assisted speedrun of this game here: http://tasvideos.org/2045S.html -------------------------------------------------------------------------------- CLOSING This document is my own work. Any questions, comments, corrections or complaints should be addressed to the address below, with clear indication in the subject line that the email is concerning this FAQ.