1111111111222222222233333333334444444444555555555566666666667777777777 1234567890123456789012345678901234567890123456789012345678901234567890123456789 (see? 79 chars!) ------------------------------------------------------------------------------- ZSNES/PAR codes for Contra III: The Alien Wars Engineered by flamingspinach – http://genesisreality.dyndns.org/ ------------------------------------------------------------------------------- Hello and welcome to my 5th PAR codelist FAQ! :) Why did I choose Contra III? Um... mostly because it’s a super-short game (i.e. the only thing that keeps the gameplay time up is the skill level required, which of course using PAR codes abolishes :D), and so it was easy for me to think of all possible useful codes. :) At least I think I did that... Anyway, (standard spiel) all these codes have been engineered by me, flamingspinach, and are not supported in any way by the makers of this game (namely Konami and Nintendo). I’m sticking to GameFAQs convention by keeping the width of this document to 79 characters (actually I’m keeping it to 6.59 inches of Courier New 10pt text, but that’s the same thing :D). All codes’ names are kept to 18 characters, in accordance with ZSNES’s unfortunate character limit for entering PAR codes. Same goes for the reason I capitalized them all. Someday, someday I will write a script to convert my PAR codelists into ZSNES .CHT files! Someday! This will probably be a final version, unless someone actually _emails_ me with a code idea. I think I’ve got it down. LOL ---------------------------------------------------------------------------- Code List ---------------------------------------------------------------------------- NOTE: For convenience, I’ve split the codes up into four sections: - Survival - Ammunition Types - Facilitation of Boss Battles - Miscellaneous 1) 7E021603 INVULNERABILITY 1 2) 7E0ED700 INVULNERABILITY 2 3) 7E1F88FF INVINCIBILITY 4) 7E1F8A64 INF LIVES 5) 7E1F8C09 INF BOMBS 6) 7E1F8400 NORMAL SHOTS 1 7) 7E1F8401 S SHOTS 1 8) 7E1F8402 C SHOTS 1 9) 7E1F8403 H SHOTS 1 10) 7E1F8404 F SHOTS 1 11) 7E1F8405 L SHOTS 1 12) 7E1F8600 NORMAL SHOTS 2 13) 7E1F8601 S SHOTS 2 14) 7E1F8602 C SHOTS 2 15) 7E1F8603 H SHOTS 2 16) 7E1F8604 F SHOTS 2 17) 7E1F8605 L SHOTS 2 18) 7E030600 WIMP BOSS 1 19) 7E030700 WIMP BOSS 1 20) 7E0306FF DEAD BOSS 1 21) 7E0307FF DEAD BOSS 1 22) 7E034600 WIMP BOSS 2 23) 7E034700 WIMP BOSS 2 24) 7E0346FF DEAD BOSS 2 25) 7E0347FF DEAD BOSS 2 26) 7E040600 WIMP BOSS 3 27) 7E040700 WIMP BOSS 3 28) 7E0406FF DEAD BOSS 3 29) 7E0407FF DEAD BOSS 3 30) 7E044600 WIMP BOSS 4 31) 7E044700 WIMP BOSS 4 32) 7E0446FF DEAD BOSS 4 33) 7E0447FF DEAD BOSS 4 34) 7E050600 WIMP BOSS 5 35) 7E050700 WIMP BOSS 5 36) 7E0506FF DEAD BOSS 5 37) 7E0507FF DEAD BOSS 5 38) 7E060600 WIMP BOSS 6 39) 7E060700 WIMP BOSS 6 40) 7E0606FF DEAD BOSS 6 41) 7E0607FF DEAD BOSS 6 42) 7E070600 WIMP BOSS 7 43) 7E070700 WIMP BOSS 7 44) 7E0706FF DEAD BOSS 7 45) 7E0707FF DEAD BOSS 7 46) 7E074600 WIMP BOSS 8 47) 7E074700 WIMP BOSS 8 48) 7E0746FF DEAD BOSS 8 49) 7E0747FF DEAD BOSS 8 50) 7E084600 WIMP BOSS 9 51) 7E084700 WIMP BOSS 9 52) 7E0846FF DEAD BOSS 9 53) 7E0847FF DEAD BOSS 9 54) 7E08C600 WIMP BOSS 10 55) 7E08C700 WIMP BOSS 10 56) 7E08C6FF DEAD BOSS 10 57) 7E08C7FF DEAD BOSS 10 58) 7E090600 WIMP BOSS 11 59) 7E090700 WIMP BOSS 11 60) 7E0906FF DEAD BOSS 11 61) 7E0907FF DEAD BOSS 11 62) 7E0AC600 WIMP BOSS 12 63) 7E0AC700 WIMP BOSS 12 64) 7E0AC6FF DEAD BOSS 12 65) 7E0AC7FF DEAD BOSS 12 66) 7E0B4600 WIMP BOSS 13 67) 7E0B4700 WIMP BOSS 13 68) 7E0B46FF DEAD BOSS 13 69) 7E0B47FF DEAD BOSS 13 70) 7E09C6FF ETERNAL TANK 71) 7E159BFF BYPASS WHACKAMOLE ---------------------------------------------------------------------------- Code Descriptions ---------------------------------------------------------------------------- 1) INVULNERABILITY 1 – This code makes you invulnerable (i.e. you can walk through enemies, bullets, flames, etc.) during the side-scrolling parts of the game. This is the same condition that you’re in when you first start the level, when you respawn, and when you jump out of the tank in the first level. This was a bit weird... it’s not your normal 01 = Invulnerable, 00 = Vulnerable kind of code – rather it uses both the 7th and 8th bits of the byte 7E0216 simultaneously to flag invulnerability, hence the 03 (00000011 in binary equals 03 in hexadecimal). Anyway, I found it, and it works, so whatever. :) If you use this code, the Invincibility code (#3) won’t work, and vice versa. Not that it really matters. 2) INVULNERABILITY 2 – This code is the counterpart of INVULNERABILITY 1 (#1) – it works only in the top-view parts of the game. I found it in the same way, though strangely enough this is a different value, 00! I was puzzled about this until I beat the game and saw the credits. Different developers worked on the side-scrolling and top-view parts. LOL 3) INVINCIBILITY – I originally thought this was a shield, because it looks like one when you first get it in the first level. But then I realized it’s actually invincibility! (i.e. you walk right through enemies... and they die!) So, I made a code for it. It’s a classic “timer code”. This means that the value is usually 00, but whenever you get the invincibility powerup, it goes to FF (255) or some other number higher than zero, and then gradually drains back down to 00, at which point the powerup loses effect. So, I simply stuck the value at 255. Voilá! Invincibility! :) 4) INF LIVES – Simple. I searched for the number of lives remaining, and set it to 99. Now you can die as much as you want. :) 5) INF BOMBS – Also simple. I searched for the number of bombs the player is currently in the company of, and set it to 9 (it seemed like anything bigger would overflow the spot on the screen where the number of bombs is displayed). Now you can constantly blow up enemies without even shooting at them! Useful! In fact, with only this code and the INF LIVES code together, you can easily beat the game even on Turbo mode in ZSNES! LOL 6-17) {NORMAL | S | C | H | F | L} SHOTS {1 | 2} – This is a useful and cool code. What does it do? Well, I searched for values that changed when I got new kinds of ammunition for the person’s gun (wow, it’s annoying that he has no name @_@), and tried different values to see what I got. These codes will set your ammunition type to any of the 6 types of shots, on either of your two guns (left and right hands). Obviously, you should only use one code per gun... o_O If you’re wondering what the letters stand for, well, I don’t know, but here are my guesses: S = “spread” (because you have spread out shots); C = ... um... “cryo”...? (well, in side-scrolling mode, it looks blue... Hey! Stop laughing! Can you think of something better!? LOL); H = “heat-seeking” (because the shots follow enemies); F = “flamethrower” (because it’s a flamethrower! :) ); L = “laser” (doesn’t it look like one to you?). 18-69) {WIMP | DEAD} BOSS {1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13} – These codes are incredibly useful. :D Basically, the WIMP ones weaken a boss so that one hit will finish it off. The DEAD ones instantly kill the boss! But some of them don’t work or work strangely so here’s a list of bosses and how to use their codes. Don’t forget to read the notes that come with some of them. Oh, and I apologize for the boss names – I have no idea what they’re actually called so I named them myself! :) I’m sure you’ll know which one the one you’re fighting is when you get to it, my names should be descriptive enough... I hope... and if not, there’s always email... :) For This Boss: Use Any of These Code(s): Building #1 WIMP 10 or KILL 10 Building #2 WIMP 10 or KILL 10 Tank WIMP 11 or KILL 11 Alien Turtle WIMP 3 or KILL 3 Spider KILL 13[*] Flying Drill WIMP 1 or KILL 1 Flying Drill Rematch WIMP 2 or KILL 2 Troop Transport / Chuck Wagon WIMP 11 or KILL 11[**] Blue Robot WIMP 10 Blue Robot’s Torso WIMP 10 Gold Robot WIMP 11 or KILL 11[*][***] Gold Robot’s Torso WIMP 11 or KILL 11[*][***] Giant Black Robot WIMP 11 or KILL 11[*] Highway Tank WIMP 11 or KILL 11 Black Monkey Person WIMP 6 or KILL 6 Pair of Legs WIMP 5 or KILL 5[*] Airship’s Upper Shield Emitter WIMP 7 or KILL 7 Airship’s Lower Shield Emitter WIMP 8 or KILL 8 Airship WIMP 11 or KILL 11 Cyclops Barnacle KILL 12 Fat Toothy Ceiling Worm WIMP 11 or KILL 11[*] Beating Heart WIMP 11 or KILL 11[*] Hopping / Digging Beast WIMP 9 or KILL 9[*] Steel Dragon WIMP 11 or KILL 11[*] Alien Leader’s Left Hand WIMP 4 or KILL 4 Alien Leader’s Right Hand WIMP 3 or KILL 3 Alien Leader’s Head WIMP 11 or KILL 11[*] Alien Leader’s Brain WIMP 11 or KILL 11[*] Alien Leader’s Brain in a Mech WIMP 11 or KILL 11[*] [*]: The way that a boss’s death works is that once its health reaches zero, it goes into “Dying Mode” and sets its health to -1 (since hexadecimal values are unsigned, this wraps around to 65535, or FFFF). Once it does its dying animation (i.e. jumping into the air a bit, or exploding, or falling apart – this varies from boss to boss), then it will often set its health back to 0 again before doing its going-away animation (sinking into the ground, disappearing behind you on the highway, falling off a cliff, whatever). The problem with this is that the KILL codes purposely set the boss’s health to -1 (hence the FFFF of the code) so that the boss will die, but some bosses (the ones with the [*] mark in this list) need to finish their dying animation before they can get on with it and be defeated, and let you beat them. This can lead to some pretty funny effects if you let the KILL code stay on for a while. Here’s a list: Spider – Just keeps exploding forever. Gold Robot – The whole screen is covered with explosions forever. Gold Robot’s Torso – The whole screen is covered with explosions forever. Giant Black Robot – The whole screen is covered with explosions forever. Pair of Legs – Its legs fall apart and the pieces float away up into the sky! When you turn it off they fall down from however high up they went. LOL This is because normally they just kinda jump into the air a bit and then fall. Fat Toothy Ceiling Worm – Just keeps exploding forever. Beating Heart – Just keeps exploding forever. Hopping / Digging Beast – Starts exploding and floats up into the ceiling! After a while it rises up out of the floor and back into the ceiling... must have wrapped around. :) Steel Dragon – Its tail falls apart into pieces, its wings get all ragged, and it hangs its head. Then the whole mess of pieces floats up into the sky! LOL Alien Leader’s Head – Just keeps exploding forever. Alien Leader’s Brain – Just keeps exploding forever. Alien Leader’s Brain in a Mech – Just keeps exploding forever. Anyway, for all of these bosses, just turn on the KILL code briefly and then turn it off again to let the boss do its thing and get defeated. :) Unless of course you want it to suffer prolongedly... you sadist... o_O [**]: This is unique to the Troop Transport / Chuck Wagon boss. If you use the kill code on it, it will obediently die just like all the other bosses that don’t have a [*] note. However, an afterimage of the thing will be stuck to the top of the screen for the rest of the level, covering up important stuff. So if you don’t want that to happen, don’t use the KILL code on the Troop Transport / Chuck Wagon. [***]: This is unique to the Gold Robot and Gold Robot’s Torso. Not only does the KILL code work, killing the Gold Robot or Gold Robot’s Torso, it will also kill any Blue Robot, Blue Robot’s Torso, and Giant Black Robot in the room! And yes, even if the Giant Black Robot is still hiding behind the wall (which it will be), it will still die. Cool, ain’t it? :) 70) ETERNAL TANK – This code is only useful on the first level. When you turn this code on, once you get in a tank, you STAY in the tank, even if the tank blows up and disappears! Yay, invisible tank! Awesome. :) And yes, you can’t get hurt, just like if you were in a normal tank. Even though the tank is invisible. LOL Cool code, no? I found it, of course, by searching for values that decreased when the tank took a hit. Then I set that value to 255. Even though the tank’s appearance degrades (i.e. it develops cracks, starts burning a bit, and then finally blows up), it’s actually still hale and hearty! :) But none of this is the best part of the code. The best part is that you can see the character’s torso floating along in midair with his arm placed as though it was on the outside of a car door. LOL 71) BYPASS WHACKAMOLE – Holy CRAP this one was lucky. Now obviously by just looking at the name of this code, one would have no idea what it was for. Well, you know the top-view levels of the game? Where you have to go kill the 5 turrets? Isn’t that kinda like “Whack-A-Mole”? After all, the turrets do have armor that they put up most of the time... LOL Anyway, this code makes the game think you have killed all the turrets, even if you haven’t really. So don’t use this code unless you want to skip the top-view levels! Anyway, on to how I found this code. Well, first I thought, “Maybe there’s a value that tells the game how many turrets you’ve killed, or how many are left.” So I tried searching for values that increased or decreased when I killed a turret. No luck. Then I thought, “Maybe there’s five on/off flags, one for each turret, that says whether you’ve killed it or not, and the game checks all five turrets.” So I searched for values that changed when I killed a specific turret but didn’t change when I killed other turrets. Still no luck. Finally, I thought, “Oh, what the heck, maybe there’s some magical value the changes at the instant you kill all five turrets.” I searched, but got more than a hundred results, no matter how hard I tried to narrow down the search! So I went down the list of codes, and made an intelligent guess and picked one. Ta-daa, the BYPASS WHACKAMOLE code was born! :) (I think I’m starting to write a bit too melodramatically... @_@) ---------------------------------------------------------------------------- Codes Planned for Later Updates ---------------------------------------------------------------------------- ... I can’t think of a single one! Any suggestions? Contact me – see the contact section below. ---------------------------------------------------------------------------- Terms of Use ---------------------------------------------------------------------------- Here’s what you need to know about this file, legally speaking. Don’t be offended by the all caps text, please. I fully capitalized it not to seem as if I were shouting at you but rather just to draw attention to it, and to make sure that people actually read it. Thanks to Sayain for pointing out that some people might see it otherwise. :) I, FLAMINGSPINACH, OWN ALL RIGHTS TO THIS DOCUMENT, INCLUDING DISTRIBUTION, MODIFICATION, ETC. BY USING THIS DOCUMENT IN ANY WAY, YOU AGREE TO THESE TERMS OF USE: 1) YOU MAY NOT DISTRIBUTE OR REDISTRIBUTE THIS DOCUMENT UNLESS YOU HAVE OBTAINED EXPLICIT, WILLING CONSENT FROM ME, FLAMINGSPINACH. 2) YOU MAY NOT MODIFY THIS DOCUMENT AND REDISTRIBUTE IT, EVER. 3) YOU MAY NOT CLAIM THIS DOCUMENT OR ANY RECOGNIZABLE PART THEREOF TO BE THE PROPERTY OF ANYONE EXCEPTING MYSELF, FLAMINGSPINACH. ALL REGISTERED TRADEMARKS AND COPYRIGHTED WORDS/PHRASES ARE PROPERTY OF THEIR RESPECTIVE OWNERS. Websites whose owners have explicit, willing consent from me to distribute and/or redistribute this document: - http://www.gamefaqs.com/ Simple enough, no? ---------------------------------------------------------------------------- Contact ---------------------------------------------------------------------------- You can contact me, flamingspinach, with questions, comments, suggestions, or whatever (no spam please :) ) at: AIM: flamingspinach YIM: flamingspinach MSN: flamiSUPERBLEARYngspinach@@@lycos.com ICQ: 214673046 IRC: flamingspinach on sorcery.net Jabber: flamingspinach on jabber.org (if I can get it to work... o_O) Email: genesDECAFFEINATEDisreality@@@genesisreality.dynVORTEXdns.org Some guidelines for talking to me (@_@): Don’t ask me to add you to my buddy list, if you’re the one who contacted me. I won’t do it. After all, the reason I’ve put this contact info up here is so that people can talk to me about my guides, not for lonely people to bombard me with small talk. :) I don’t mind talking to my readers on IM, but this contact section is not a Personals ad. If you talk to me on IM after reading this FAQ, I expect that you want to talk to me about my FAQ. That makes sense, doesn’t it? Thanks. Of course, remove the ALL CAPS stuff and extra @'s, they're antispam... à la Slashdot. o_O -EOF-