Peace Keepers Walkthrough & General FAQ Version 1.0, 3/20/02 by thePeaceKeepers Copyright 2002, ‘a Nick Lattimore production’ (haha; that is I) Email: Protectobot@yahoo.com WARNING ABOUT COPYRIGHT INFRINGEMENT: I don’t like having to bring this up, but almost everyone does, so it must be important! Please do NOT use this faq without emailing me for permission. You might be able to make some money with it, which I doubt, but ask me first if you’re interested in using it anywhere. ----------------------------------------------------------------------- Table of Contents: i. Welcome to my faq for The Peace Keepers! I. Introduction II. Plot III. The Characters (Strengths, Weaknesses, and Best Moves) IV. Walkthrough (Spoilers!) V. Different Endings VI. Codes and Tricks (my Own!) VII. Tips VIII. End of FAQ: Questions, Comments, Contributions; Email; Thank Yous ----------------------------------------------------------------------- i. Welcome, everyone! This is my first FAQ, and what better way than to make a simple Walkthrough & General faq for a relatively simple game? I wrote one for a Street Fighter game, but frankly, I wasn’t confident enough to turn it in, so this is a way to test the waters and pray that no one will call this faq stupid since no one else has written one yet, to my knowledge! So why write a faq for _The Peace Keepers_? I personally think that this is the most creative ‘side-scrolling beat-em-up’ game ever, as it combines semi-RPGish elements with fighting: it offers multiple paths and storylines and has several interesting little game secrets. In truth, this is way more of a fighting/action game, yet it’s well-thought out. Also, hardly anyone seems to know about this game, and I think it deserves a bigger spotlight. Part of the problem is it’s very hard to find for sale nowadays, even compared to other snes games! I owned this game and sold it after getting sort of bored with it, but after reading so many cool tricks and little secrets about the game, of which I wasn’t aware, I decided to try to get this game again to play it and write this faq. So it’s ironic that boredom makes me sell the game, yet boredom over other games brings me back to it! ----------------------------------------------------------------------- I. Introduction So let me explain the history of this game. In Japan, _The Peace Keepers_ is actually called _Rushing Beat 3_ of the _Rushing Beat_ series (sounds weird; probably another mistranslation). I’m not sure why, but Jaleco decided to change the name of each game in the series in the U.S.A., with the first game being called _Rival Turf_, the second being _Brawl Brothers_, and the third being the present game we have here B-) Also, Jaleco changed the name of the returning characters in each game, suggesting that they actually became different people, and they even changed some of the moves they had. For example, in _Rival Turf_, the 2 playable characters were named Jack Flak and ‘Oozie’ Nelson. In _Brawl Brothers_, the respective characters are called Hack and Slash (ain’t that cute?) in the U.S., and in the Japanese version are called Rick Norton and Douglas Bild. Finally, in _The Peace Keepers_, Rick Norton is the only one to return, but he keeps his name the same (I guess he got tired of legally changing his name!). Here’s another bizarre and annoying change that Jaleco made to Nelson/Bild’s character: as Nelson, he appears to be a black guy or with a deep tan as you play as him throughout the game, yet when you beat the game, he looks white during the game’s ending. As Bild, he once again looks black or tan-skinned when you play as him, yet when you rescue him or when you beat the Japanese version and see the game’s ending, he appears white and tanned again. Yet in _The Peace Keepers_, he makes a cameo appearance and talks to Norton (or perhaps any character), and appears black again, this time with a mustache, and even his portrait that appears during his talking sequence makes him look VERY African-American. I just find this weird and annoying, but it’s a minor point. Overall, however, the 3 games are fun beat-em-ups. Well, at least the moves are cool! ----------------------------------------------------------------------- II. Plot Yes! There IS a plot, and I mean it’s way better than in most fighting games or side-scrolling beat-em-ups! It might not be the most entertaining or original, but here’s basically what it’s all about. A company that is usually referred to as DM (you’ll find out what the letters stand for) is trying to tamper with nature by creating genetically-altered people that are super-powerful. Iago, the company’s owner/leader, is trying to create an army of superhuman clones to take over the world. It’s up to you to stop him, and each of the characters you can play as are friends and join together to fight a common enemy, even though their reasons for fighting are different. (The game gives you an introduction to the main plot and almost every character’s purpose for fighting.) ----------------------------------------------------------------------- III. The Characters: Strengths, Weaknesses, and Best Moves I have talked with M Misel—who reviewed the game—about which characters are better in this game and have decided to change my opinion a little bit, regarding a list of characters from best to worst, overall. Our only difference in opinion was who was better. I said Norton and he said Flynn, but it’s still a close call. However, please keep in mind that the top 3 characters are only slightly better or worse than each other, from what I can tell. If you disagree with our joint assessment, please let me know! I would be very interested to hear your own analysis B-) 1) FLYNN—he has pretty good advantages when compared to the others, and only minor weaknesses. Advantages: 1) Pretty fast. 2) Can do his angry-mode throw when grabbing the enemy from the front. 3) When health bar is completely/near-empty, can turn into a superpowerful being that’s almost invincible and does MASSIVE damage. He looks like a Super-Sayajin straight from the Dragonball cartoons. This move does not take up any super-move use! You can do it over and over again per life/continue, as long as you replenish your energy and drain it again. If you do this move and have any life left, all remaining life will be drained. Weaknesses: 1) Weak-damage dash attack, but still has good priority; stick to his throws, counter move and jump attacks. 2) Hard to aim throw-only weapons at the baddies (thanks, M Misel, for comment). 3) Slow when swinging pipes, spiked bats, and similar weapons at enemies. Best moves to use: jump kick, power move, dashing attack (with practice), superhuman attack. 2) NORTON—Stronger than he was in previous games, yet slower now too. Advantages: 1) Best super move in the game. 2) Best counter-move, the ‘reverse-energy uppercut’ (vulnerable when landing though). 3) Best dashing attack in the game: easy to land on the enemy; high damage and priority. Weaknesses: 1) Must grab enemy from behind in order to perform angry-mode throw! Set it up with a knockdown move first (e.g. dash attack); dash in if necessary to grab from behind before they get up (usually safe to do). 2) He can get hit by the enemy while doing his power move. Best moves: dash attack, jump kick/jumping-toward kick. 3) ECHO—Fast character; only slightly weaker in power (damage) than the rest. Advantages: 1) Fastest character in the game. 2) Double-jump ability to set up your own attacks or avoid others’ attacks, plus cancel the double-jump into a high-priority flaming knee! 3) Can do angry-mode throw when grabbing enemy from the front. Weaknesses: 1) Weakest character: most attacks in general do weaker damage. Stick to her throws, setting them up with a quick knockdown attack, then grab the enemy while they get up (usually safe to try). 2) Slow when swinging a pipe, bat or similar weapon at enemies. Note: Not important weaknesses, but Norton and Flynn’s advantages over her and the others outweigh their own weaknesses in most situations. Best moves: double jump-flaming knee, dashing attack or double jump, power move. 4) AL—average character; still highly playable. Advantages: 1) Cannon attack obviously useful as a safe, long-range weapon if constantly charged. 2) Decent-priority dash attack for getting in close to set up throwing. Weaknesses: 1) Slower on average. 2) Must also perform angry-mode throw from behind. Best moves: cannon blast, dashing attack, power move. 5) ORBOT—pretty weak character overall, but still not the worst! Advantages: 1) Long-range projectile attack just like Al; performed the same way. 2) Invincible (?) dash; useful for covering ground and setting up grabs! Weaknesses: 1) No super move! 2) Slower than Norton, even…but invincible dash helps, against most enemies. 3) Cannot run; must use dash to get across screen faster. 4) No angry-mode throw! Best moves: dash, dashing attack, cannon blast, power move. 6) PROKOP—worst character of the game! Advantages: 1) His power move can hit in multiple directions per use. 2) Strong/high-damage character; strongest ‘grab-combo’ in the game (6 chokes plus throw). 3) Also can perform angry-mode throw from the front. 4) Can walk around with an enemy he has grabbed for more movement; not very important though. Weaknesses: 1) Slow, slowest, slow as molasses! Cannot run and must do dash attack to get anywhere. 2) His power move also is vulnerable to attacks from behind, like Norton’s. Best moves: jump kick (jump straight up and kick, like Norton’s), jumping-forward knee. Note: The reason Mr. Misel and I think Prokop sucks is that he’s incredibly slow and thus makes an easy target, compared to the rest. Also, since most characters can do the same damage with their angry-mode throws, and since the faster ones have grab combos (e.g., grab with Flynn and punch a few times before doing the actual throw), the weak-damage problem for the faster characters is essentially nullified. This means they enjoy high speed and damage yet Prokop and others only have their strength as an asset. General Note: Everyone’s counter moves are useful and everyone’s throws are a huge asset. Norton’s counter might have the highest priority and can do the most damage when all 3 hits connect, yet he’s vulnerable to oncoming enemies’ attacks after knocking down only 1 of them first. ----------------------------------------------------------------------- IV. Walkthrough (Spoilers!) Ok, I’m calling this section a spoiler since it’s the most fun part of the game and I want to make sure that no one reads this section without knowing that I’m giving away everything I know about how to get to certain levels. This walkthrough can be helpful for finding certain levels and/or bosses, and for getting your character involved in different storylines. Yet this walkthrough is also here for anyone who is curious and wants to see if they have uncovered all paths to the game. I also was thinking that just to make sure everyone’s prepared for this section, I’d list all the levels in the game and you can see which sound familiar and which are uncharted grounds. The levels (random order): Ozymandias Island Queen of Cups Bridge Stalag 17 Roy D. Tutto Hospital Snake Pliskin Ave. Sukiyaki Lane Musashi Plaza MacLeod Falls Agrajag Cavern The Crazy Horse Alan Bradley Airport There are other stages but I chose not to list them since you automatically have to play them, whereas the listed stages are optional because you can play any of them but also avoid any of them that you don’t like. I hope this layout isn’t too annoying to read! Arrows indicate that each entranceway or level leads you to the next one. There are 3 main paths in the game that feature specific levels: Snake Pliskin Ave., Ozymandias Island, and Sukiyaki Lane & Musashi Plaza as a uniquely inseparable pair of levels. Now, on to the walkthroughs! ‘Now it Begins’ (starting level or NiB) à right doorway à Roy D. Tutto Hospital; enter hospital à MacLeod Falls à Alan Bradley Airport; fail to smash controls à Snake Pliskin Ave. à Queen of Cups Bridge à final 2 levels NiB à right doorway à Roy D. Tutto Hospital; enter hospital à MacLeod Falls à Alan Bradley Airport; smash controls with time left à Ozymandias Island à Queen of Cups Bridge à final levels NiB à top doorway à Stalag 17 à ladder à MacLeod Falls à Alan Bradley Airport à Snake Pliskin Ave./Ozymandias Island à Queen of Cups Bridge à final levels NiB à top doorway à Stalag 17 à right doorway à Agrajag Cavern; go straight ahead à The Crazy Horse; defeat white Orbot à Sukiyaki Lane à Musashi Plaza à final levels NiB à top doorway à Stalag 17 à right doorway à Agrajag Cavern; go straight ahead à The Crazy Horse; fail to beat Orbot à Ozymandias Island à Queen of Cups Bridge à final levels NiB à top doorway à Stalag 17 à right doorway à Agrajag Cavern; enter top doorway; punch through right doorway and enter à MacLeod Falls à Alan Bradley Airport à Queen of Cups Bridge à final levels Notes: 1) The warp trick mentioned in the ‘codes’ section of this game on Gamefaqs lets you play the longest game possible. It lets you start out on the Roy D. Tutto Hospital level, yet offers you the chance to descend into the sewers, which is the Stalag 17 level. 2) If you play up to the Agrajag Cavern, punch through the right door and enter it, you will automatically start out at the MacLeod Falls level after beating the enemies you encounter there. Even if you go back through that door and fight the 3 pirates (all named Thirdon; obvious DM clones), you will not be able to board the pirate ship since the bridge that you fight Thirdon on now appears destroyed and that path will be cut off from you. 3) My favorite path is the Sukiyaki/Musashi path. It is probably the shortest journey in the game since you play the fewest levels, but those 2 levels have unique, refreshing music, which the game desperately needs! Also, I think the coolest ‘enemy’ in the game is found in the Musashi Plaza. 4) When you get to the brown vase in the Musashi Plaza, you can smash it or ignore it and punch through the wall on the right side of the screen. Smashing it determines how aggressive your opponent will be, and how tough (how many lifebars the enemy has). V. Different Endings There are basically 2 different main endings that you see for all characters, with different music and different conversations between the characters. In the more common case, a scientist will talk to you, and the other ending will just involve most of the playable characters talking about what happened. Which one you get depends on the path you have taken and the character you use to beat the game. Experiment to see what ending you’ll get! Each character can have a happy ending (except Orbot, as far as I know), and these endings explain what each character does after the DM corporation has been destroyed. In order to see a particular character’s happy ending, beat the game with that character. Prokop gets 2 different endings; one happy and one sad. The difference between his 2 unique endings is also determined by the path you take throughout the game. Al actually has a silly message for you if you beat the game with him and get the rarer of the 2 main endings (ending without scientist). ----------------------------------------------------------------------- VI. Codes and Tricks (my Own!) 1) Prokop’s Death: Note: The ‘codes’ section for the game on Gamefaqs also mentions that you can see a weird death scene for Prokop. Well, you don’t actually see him DIE, of course, but I wanted to add my own two bits on the subject. I verified this code/trick, but did not get to make additional comments to explain the trick more accurately, so I’ll do so here B-) Yes—you have to play the game with Prokop up to the Ozymandias Island level and then pick a different character. However, there are 2 different main paths to the Island, and only ONE of them will work. You must get to Ozymandias Island via the Alan Bradley Airport. See my tips section, part VII., if you’re having trouble getting Prokop to Ozymandias Island via this path. 2) Angry-mode Throws: I know that some websites online mention this trick also, but I’m giving myself credit for this trick since I discovered it on my own. ALSO, I want to make some notes of my own about it. The websites say that in order to perform the move at any time, you must grab an enemy and then press ‘back, down-back, down, down-forward, forward and punch’ in a circular movement (half-circle). This may work for you, but I find it easier to do this move by starting at ‘down-back’, then down, etc. Also, you can throw the enemy either direction with this move by doing the command and then pressing left or right quickly before pressing punch. This may be harder for you, but it’s not really necessary; it’s just nice to know it’s an option B-) Finally, as I said earlier, and as the websites pensively noted, you must grab the enemy from behind in order to do Norton or Al’s Angry-mode Throw from behind. That SUCKS, because their throws are the coolest! Does anyone know if there is a way to do the move from the front with either/both of them? I’d be very grateful for any tips! 3) Find Norton (NOT on the Snake Pliskin level!): Ok, so this trick isn’t very important if you do the code that lets you pick all 6 characters when you start the game, but it’s still fun to discover. With that said, don’t read the rest of this trick if you want to find him on your own, without any help. I simply found Norton by coincidence. Here’s a hint if you want to find him on your own still: what is Norton’s occupation? And here’s how to find him: Play through Stalag 17 until you pass through the third brown doorway on the right. If you don’t know what I mean, then I’ll explain further. You will know you are at the third doorway if there is a rip in the fence/gate at the top of the screen, on the left side of the doorway. Think of that ripped silver fence as a checkpoint. Finally, if you’re still stumped, keep going through the level until you pass through a doorway and fight a blue-colored version of the common enemy called ‘Fnord’, who is almost always green throughout the game. Beat him and all the mutants in that small area, then go to the bottom of the screen in that area. Walk along the bottom edge of the gamescreen until the screen blacks out and you will end up in a new room. Punch through another one of the brown-yellowish doorways that I’ve been talking about, and enter the small room. If you haven’t done the code to start the game with Norton and Orbot as automatically playable, he’ll be in the room, kneeling on the ground, and introduce himself to your character. You and Norton will then talk briefly. Otherwise, the room will be empty. 4) Al’s Special Cannon Blast: I can’t get this trick to work, of all the tricks in the game I know about. It’s also listed under the game’s ‘codes’ section. Can anyone help me with this? Maybe the person who sent in the code simply meant his regular cannon blast. 5) More Tricks to be Found? I noticed that there is a scientist in the Stalag 17 level who says something like: ‘This genetic alteration process has a special purpose. To find out more, meet my friend at Ozymandias Island. Go!’ Does anyone know what he might mean by that? Who is the special friend? I never noticed anything hinting to what he said. Perhaps it’s a trap and he’s trying to fake you out, but it’s hard to be sure about anything the characters say in this game! Also, this is the only time anyone tells/asks you to go to a certain level, for any reason. I’m hoping there’re more surprises to be found in the game. :D ----------------------------------------------------------------------- VII. Tips: 1) Prokop’s Death Scene: As I said in the tricks section, you have to get to Ozymandias Island by smashing the controls on the Alan Bradley Airport level. This can be difficult for Prokop! So far, it seems that the best way to do this is to try to dash-attack through the door to reach them as fast as you can once the timer starts, then stand between them and do your power move, the fire breath. Then turn around and do it a second time in the other direction. If 1 of the control panels is still intact, just do your counter move over and over again until it’s destroyed (press punch+jump at the same time). Just don’t stop attacking, even if time seems to be up! I think the last time I successfully smashed the controls with Prokop, I either had 1 or even 0 seconds left! 2) Get to Sukiyaki Lane: You must defeat the white Orbot before the timer runs out. You can pick Norton and use his Angry-mode super move, then repeatedly throw Orbot into the wall so he can’t get away. This lets you throw him up to 3 times per use of Norton’s super. Do it 2 times to be extra-sure he dies in time. If you know you have no supers left for your current life before you start the level (The Crazy Horse level), then pick Flynn for that level and simply use your power move (the blue uppercut) over and over again on him. It can hit up to 6 times if you’re in the best range to hit him. If you’re low on life and don’t have enough energy left to hit Orbot enough with your power move, remember that there is an emergency kit semi-hidden at the bottom-right side of the pirate ship at almost all times! It gives you 100% of your life back. So just keep walking along the lower-right edge of the level/screen until you see it. 3) Get to Ozymandias Island from the Alan Bradley Airport level: Play as Norton and run/dash into the room with the control panels. Stand between them and repeatedly hit them with your power move (A button). This trick may also work with Echo, since her power move is also very damaging and fast when it connects in deep. This trick is hard with Prokop since you must position yourself very well so you hit the panels as much as possible. I say don’t bother choosing him for this part unless you want to see his death scene! I remember being able to destroy both panels with ONE clean shot from Al or Orbot’s Cannon Blast! Just try to charge it up as soon as you can (the sooner, the better) and make sure your aim/positioning is good before trying to shoot the controls. Don’t bother trying to charge up the move until you see the timer start, because you’ll go into your taunt position, otherwise. Finally, I even successfully destroyed the controls with Flynn, but it was out of pure luck, I’d say, since I didn’t do anything well-prepared and remember mostly just using his counter-move over and over! His power move makes him move around too much to make him as effective as Norton or Echo. 4) Simply Trying to be Good with a Character, Even Prokop!: Best moves are listed in Part III., _The Characters_. Here I will suggest general strategies, as well as some specific strategies for some characters. PROKOP: Although he’s very slow and can’t run/dash, take advantage of the fact that he can move up and down the screen, like all the characters. This is kind of like dodging, and makes it harder for enemies to hit you. When surrounded by foes, try to get some distance between them and you by using his jump kicks. Also, he’s the only one who can walk around with an enemy he has grabbed. This lets you position where you want to slam your opponent, knocking him into others, which pushes them back and gives you more room to breathe! Avoid using his power move since he can still get hit by an enemy if his back is turned to them, while doing the move. Use his dash attack to get around faster and to smack dumber, more vulnerable opponents. AL: Set up his Angry-mode Throw by ramming the enemy with his dashing kick and then dashing at your opponent to run and grab him from behind before he can get up and turn around to face you or attack you. Charge his Bazooka whenever you can, such as during a throw, so he won’t go into his vulnerable taunt position first. Don’t bother with his jumping punches because his jumping attacks suck at nailing the enemy. Use his dash kick to push back enemies, then throw, throw, throw! ORBOT: As with Al, charge up his Cannon Blast as often as possible, yet in his case, you don’t have to worry about him being vulnerable during a taunt since he doesn’t have a taunt and in his case when you press the X button, you’ll get his invincible dash! Use the dash to set up throws/grabs. His jumping punch is ok, but just like with Al, don’t bother using it much. NORTON: As with Al, set up his Angry-mode Throw with his dashing attack, then run and grab your opponent from behind as he gets up. His Wind-up Punch is a great grab move for clearing some distance between yourself and others when you want/need it. His counter move might have more priority than the others, but don’t use it on 1 enemy when another is standing behind him, because if you don’t hit the second enemy, he’ll hit you while you’re landing, making his counter move the most risky! Also risky is his power move: learn when it will connect and when your enemies can counter it (usually based on your distance from enemy). If you get knocked down, go for a grab instead of using the power move since you are invincible for a split second as you get up. If you aren’t close enough to grab, then retreat a little by running, then do his dashing elbow to knock down the enemy again. His jump kick is decent but not necessary when you have his dashing elbow with its superior priority. ECHO: Her double-jump is very versatile, as you can use it defensively or offensively. Offensively, use it to get closer to your opponent and land on top of them to grab them, or do the flaming knee attack, which has great priority but which is hard to get full damage with every time (damage varies, but not sure why for this specific move). Defensively, use it to get away from your opponent or to trick your enemy into thinking they can hit you, in which case you can often counter-attack after they miss. However, her double-jump also isn’t really a necessary move to use and she’s still vulnerable to opponents with great attack reach while doing it. Use the double-jump mostly for her flaming knee attack to set up throws, as well as her dashing knee to knock down enemies and set up throws. Be careful though, as her dash attack isn’t quite as safe to use as Norton’s, although much faster. FLYNN: It’s the usual main strategy of setting up throws with dash attacks, yet in Flynn’s case, it’s a bit hard to connect with his dash attack. Instead, jump straight up and kick if it’s safe against the enemies you’re fighting. Practice using the dashing slide and you’ll have no trouble, though. If you’re pretty good at this game, you can just keep doing his power move for heavy damage, then if you’re near food items to restore your energy, drain your health meter with power moves until you have almost no life or none at all. This lets you access his superhuman form. Oddly, although he’s invulnerable to most attacks, he can be hit by 1 of the boss’s super moves, as well as grenades or submarine missiles, so be careful nonetheless. Finally, if you know you’re getting close to food, try buying yourself some time by using a super move if you have any left, then continue draining your bar. General Comments: Obviously, throwing is the best way to do heavy damage in this game, so set it up appropriately. Experiment to see what’s the most damaging combo you can do to an opponent with the character you play. Also, when it comes to throwing, this game is MONDO weird! When you throw someone into another enemy, the enemy who gets knocked down takes zero damage, which makes this game unique in terms of damage rules! Yet, the guy you throw will take extra damage for each guy that he bumps into while being thrown. Punch combos are usually very risky, since you can get grabbed or attacked by some enemies, even in the middle of hitting them with it (e.g., against Squash)! It’s thus better to use your other moves. When your life is getting low, it’s obviously a good idea to use your super move, since it’s a desperation move. I know, I know—it’s not fun having no super moves left :Þ Counter moves work much like power moves and drain no energy, but be careful as you have to get in close to use them. Power moves are best used to counter enemies’ attacks while they’re in the middle of hitting you. Only Norton and sometimes Prokop have trouble using their power moves this way, against multiple foes. Power moves are therefore the best way to counter enemies’ attacks, unless you are using Norton or Prokop, in which case you should mash the Y and B buttons together to do your counter attack. If you don’t want to use the food/recovery item yet to gain back some energy, try picking it up if you’re not finished with the current level and wait until you see more opponents. You can then throw the energy item (as you can with any weapon) at the enemy by pressing the taunt/X button to move the energy item along with you. Be careful though: it is very easy to lose an item. Here’s how you can lose it. 1) You throw it and miss an opponent; it sails right past them. 2) You pick it up and get hit once, then pick it up again and get hit once more. 3) You throw it and hit your enemies 2 times. 4) You throw it once and hit someone, then pick it up and get hit once (getting hit will always make you drop an item), or the other way around. I never use blocking, but you might find it useful. I’m not sure if you take damage when blocking any attacks (you can block many attacks without taking damage. Blocking has to be done constantly since each time you block, it doesn’t last very long. Beating the Bosses: Need any help? Drop me a line, or whatever B-) ----------------------------------------------------------------------- VIII. End of the FAQ: Questions, Comments, Contributions; Email; Thank Yous Well, that’s it! I hope it has been as fun for y’all to read as it has been for me to write (most of the time anyway!). Is there something about my faq or the game that you still don’t know about or understand? Want to tell me what you think of my faq? Want to share some juicy info that I don’t yet know? I will gladly give you credit for helping me try to improve this faq. Email me at Protectobot@yahoo.com and tell me all ya like. Don’t be nervous; don’t be timid! I don’t bite, and I won’t prosecute; your opinions count! I would like to thank Gamefaqs for hosting this faq so millions of people with internet access (and hopefully more later) can read it, as well as for listing so many awesome codes and tricks for so MANY GAMES! Thanks for M Misel for offering some friendly commentary on the game that I could add to my faq. Thanks to Jaleco, of course, for making a fun and insightful game. Thanks to anyone who reads any or all of this—feedback or not—for having the patience to put up with my insane attention to pointless details that might not be completely convincing in the long haul! And thanks to uh…well…myself, for trying something different and making a faq for a semi-unique game. Wooooooooo!