GAME GENIE(tm) FOR SEGA(tm) GENESIS(tm) CODES (c) 1993 Lewis Galoob Toys, Inc. All Rights Reserved. Excerpts from Game Genie(tm) Code Updates made available through VideoGames & Computer Entertainment for the private use of Game Genie owners. No commercial use without authorization. This file may be freely distributed for private, non-commercial use as long as it is not altered and all text remains intact. This product is licensed by Sega of America, Inc. for use with the Sega(tm) Genesis(tm) System. Sega, s and the Sega Seal of Quality are trademarks of Sega Enterprises, Ltd. Game titles are trademarks of their respective owners. Game Genie is a trademark of Lewis Galoob Toys, Inc. U.S. Patent No. 5,112,051. THIS FILE CONTAINS ALL THE GAMES IN CODE UPDATE/SEGA GENESIS VOL. 1, #2. Alien 3 (tm) Game Help Ripley really rip into those nasty aliens with these power codes. RIP Codes 37 and 38 sometimes enable Ripley to jump through walls and ceilings. Be careful, though, because she can stuck in ceilings or walls or get trapped forever if there's no room on the other side. If this happens, reset. RIP CODE KEY IN . . . EFFECT . . . All Difficulty Modes: 1 D2CT-CADY Game clock runs faster 2 SACT-CADY Game clock runs slower 3 8ACT-CADY Game clock runs much slower 4 AACT-CA6J Game clock frozen (no time limit) 5 AJBT-AAEY Start at stage 2 instead of stage 1 6 ANBT-AAEY Start at stage 3 7 ATBT-AAEY Start at guardian level after stage 3 8 AYBT-AAEY Start at stage 4 9 A2BT-AAEY Start at stage 5 10 A6BT-AAEY Start at stage 6 I 11 BABT-AAEY Start at guardian level after stage 6 12 BEBT-AAEY Start at stage 7 13 BJBT-AAEY Start at stage 8 14 BNBT-AAEY Start at stage 9 15 BTBT-AAEY Start at guardian level after stage 9 16 BYBT-AAEY Start at stage 10 17 B2BT-AAEY Start at stage 11 18 B6BT-AAEY Start at stage 12 19 CABT-AAEY Start at guardian level after stage 12 20 CEBT-AAEY Start at stage 13 21 CJBT-AAEY Start at stage 14 22 CNBT-AAEY Start at stage 15 23 CTBT-AAEY Start at guardian level after stage 15 24 AJNA-EA3R Infinite ammo for machine gun 25 AJMA-EA7C Infinite fuel for flame-thrower 26 AJJT-EA2J Infinite ammo for grenade launcher 27 AJKA-EA88 Infinite hand grenades 28 M42A-CAG0 Machine gun recharge pick-up reloads to capacity 29 NC2A-CAHY Flame-thrower recharge pick-up reloads to capacity 30 NL2T-CAAW Grenade launcher recharge pick-up reloads to capacity 31 NW2T-CABT Hand grenade recharge pick-up reloads to capacity 32 RG2T-C6W4 First-aid pick-up restores energy gauge to capacity 33 AMDA-CA4J Long falls do not reduce energy 34 ADEA-CAGJ Falls into turbine fans do not reduce energy 35 AJFT-AA66 Never lose radar 36 A2EA-AA8R Infinite lives 37 5DXA-D93N Ripley jumps higher 38 YDXA-D93N Ripley jumps much higher Hard Difficulty Mode: 39 LBRT-JAEJ Machine gun capacity is 50 instead of 99 40 GBRT-JAEL Flame-thrower capacity is 30 instead of 99 41 EBRT-JAEN Grenade launcher capacity is 20 instead of 99 E 42 GBRT-JAER Hand grenade capacity is 30 instead of 99 Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Alien 3 and related names are trademarks of Twentieth Century Fox Film Corporation. Batman (tm) Game (More Codes) BAT Codes 9 thru 22 are new. With Codes 20 and 21, you may go straight to the bosses on some levels. Code 22 will make Batman invincible after he is hit once. Then he'll turn invisible. Normal game play is possible, but watch out for jumps. To make Batman visible, momentarily turn off effects and Batman may appear. If not, try again. BAT CODE KEY IN . . . EFFECT . . . 1 E2ET-AA4C MASTER CODE--MUST BE ENTERED 2 AKFT-AA4Y Infinite lives 3 RFFA-A60N Batman floats when he dies! 4 AKYA-AA9G Infinite Batarangs 5 RYFA-C6VR Guns don't hurt 6 AKYT-AA5L Infinite rockets for the Batwing 7 B2AT-CA46 Punches, knives and guns don't hurt 8 AKYT-AA7R Infinite rockets for the Batmobile 9 HEET-BJX2 Start on Axis Chemical Plant level 10 HEET-BNX2 Start on Flugelheim Museum level 11 HEET-BTX2 Start battle with Bob the Goon 12 HEET-BYX2 Start with graphic before Gotham City Streets 13 HEET-B2X2 Start on Gotham City Streets level 14 HEET-B6X2 Start battle with mimes 15 HEET-BAX2 Start battle with Gotham City Streets boss 16 9TET-BGD2 +BEET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET- AA6A Start on Sky over Gotham level 17 9TET-BGD2 +BJET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET- AA6A Start on Gotham Cathedral level 18 9TET-BGD2 +BNET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET- AA6A Start on Gotham Cathedral level spikes 19 9TET-BGD2 +BTET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET- AA6A Meet the Joker 20 HEGA-BJVG Skip through levels 21 HEGA-BTVG Skip through levels faster 22 AKEA-AA4J Invincible and invisible! Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Batman and related names are trademarks of DC Comics Inc. Bulls vs. Lakers and the NBA Playoffs (tm) Game Everything's realistic here, from the players' signature moves down to the way they look. Try BULL Code 2 and have all the time in the world to take a shot. Get a 50-point head start with Code 16, and trounce the computer with Code 29 and 8 points per basket. If you're an expert, have your opponent start with 50 points (Code 21). BULL CODE KEY IN . . . EFFECT . . . 1 R18A-8608 MASTER CODE--MUST BE ENTERED 2 ATHA-AA68 Infinite shot clock 3 REJA-A6TN Infinite timeouts for both teams 4 AFFT-CAEL Team 1 starts with 1 timeout 5 APFT-CAEL Team 1 starts with 3 timeouts 6 A7FT-CAEL Team 1 starts with 7 timeouts 7 BFFT-CAEL Team 1 starts with 9 timeouts 8 AFFT-CAEW Team 2 starts with 1 timeout 9 APFT-CAEW Team 2 starts with 3 timeouts 10 A7FT-CAEW Team 2 starts with 7 timeouts 11 BFFT-CAEW Team 2 starts with 9 timeouts 12 BJCA-AAH8 Team 1 starts with 10 points 13 CTCA-AAH8 Team 1 starts with 20 points 14 D2CA-AAH8 Team 1 starts with 30 points 15 FACA-AAH8 Team 1 starts with 40 points 16 GJCA-AAH8 Team 1 starts with 50 points 17 BJCT-AAAG Team 2 starts with 10 points 18 CTCT-AAAG Team 2 starts with 20 points 19 D2CT-AAAG Team 2 starts with 30 points 20 FACT-AAAG Team 2 starts with 40 points 21 GJCT-AAAG Team 2 starts with 50 points DON'T COMBINE CODES 22 THRU 37 WITH ANY OF CODES 38 THRU 43 22 SFBT-DEZ2 Team 1's baskets worth 1 point 23 SFBT-DJZ2 Team 1's baskets worth 2 points 24 SFBT-DNZ2 Team 1's baskets worth 3 points 25 SFBT-DTZ2 Team 1's baskets worth 4 points 26 SFBT-DYZ2 Team 1's baskets worth 5 points 27 SFBT-D2Z2 Team 1's baskets worth 6 points 28 SFBT-D6Z2 Team 1's baskets worth 7 points 29 SFBT-DAZ2 Team 1's baskets worth 8 points 30 SFBT-DEZR Team 2's baskets worth 1 point 31 SFBT-DJZR Team 2's baskets worth 2 points 32 SFBT-DNZR Team 2's baskets worth 3 points 33 SFBT-DTZR Team 2's baskets worth 4 points 34 SFBT-DYZR Team 2's baskets worth 5 points 35 SFBT-D2ZR Team 2's baskets worth 6 points 36 SFBT-D6ZR Team 2's baskets worth 7 points 37 SFBT-DAZR Team 2's baskets worth 8 points DON'T COMBINE CODES 38 THRU 43 WITH ANY OF CODES 22 THRU 37 38 A30T-AAEA All 3-pointers worth 6 points 39 BF0T-AAEA All 3-pointers worth 9 points 40 AK0T-AAAT All free throws worth 2 points 41 AP0T-AAAT All free throws worth 3 points 42 A30T-AAAT All free throws worth 6 points 43 BF0T-AAAT All free throws worth 9 points Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Bulls vs. Lakers and the NBA Playoffs is a trademark of Electronic Arts. Dragon's Fury (tm) Game This is a challenging video pinball game where you have to destroy monsters and creatures to try to advance to the mystery stage. The hidden passages to the bonus stages are fun, but it's tough to get the points you need to reach the mystery stage (NOT!--FURY Code 26 lets you start with a bonus multiplier of 9 instead of one). With Codes 13 thru 26, the bonus multiplier will reset to 1 and bonus points will reset to 100 after the first bonus (except if you also use Codes 27 and 28). Note that Codes 1 thru 26 may be affected by use of passwords. And remember that in a 2-player game the players share the bonus; if it is not collected by one player, the current bonus values are available for the other player to collect. FURY CODE KEY IN . . . EFFECT . . . 1 AECT-BA3W Start game with 1 ball instead of 3 2 AJCT-BA3W Start with 2 balls 3 ATCT-BA3W Start with 4 balls 4 AYCT-BA3W Start with 5 balls 5 A6CT-BA3W Start with 7 balls 6 BJCT-BA3W Start with 10 balls 7 B6CT-BA3W Start with 15 balls 8 DECT-BA3W Start with 25 balls 9 GJCT-BA3W Start with 50 balls 10 KNCT-BA3W Start with 75 balls 11 NTCT-BA3W Start with 100 balls 12 RE0A-A6WR Infinite balls 13 AACT-AAEN Start with 0 bonus points instead of 100 14 AYCT-AAEN Start with 500 bonus points 15 BJCT-AAEN Start with 1000 bonus points 16 B6CT-AAEN Start with 1500 bonus points 17 DECT-AAEN Start with 2,500 bonus points 18 GJCT-AAEN Start with 5,000 bonus points 19 KNCT-AAEN Start with 7,500 bonus points 20 NNCT-AAEN Start with 9,900 bonus points 21 AJCT-AAE0 Start with bonus multiplier at 2 instead of 1 22 ANCT-AAE0 Start with bonus multiplier at 3 23 ATCT-AAE0 Start with bonus multiplier at 4 24 AYCT-AAE0 Start with bonus multiplier at 5 25 A6CT-AAE0 Start with bonus multiplier at 7 26 BECT-AAE0 Start with bonus multiplier at 9 27 AVPA-AA8L Bonus points never reset when bonus is collected 28 AVPA-AA8Y Bonus multiplier never resets when bonus is collected Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Dragon's Fury is a trademark of Tengen, Inc. Evander Holyfield's Real Deal Boxing (tm) Game This exciting and realistic challenge is named for the ex-champ, but it still provides up-to-date fun and action. With DEAL Codes 1 and 7 you must win by a KO or TKO. Code 7 prevents boxers from being refreshed between rounds, since Round 1 never ends. Code 8 allows you to make a super boxer. You can give him Power, Stamina, Speed, and Defense at any levels you wish, but if you set all of them to their maximum values, then they can't be reduced. DEAL CODE KEY IN . . . EFFECT . . . 1 AJWA-AA64 Always round 1 2 BJWA-ACFN + BJNA-ACHW Rounds are 1 minute long 3 BJWA-AEFN + BJNA-AEHW Rounds are 2 minutes long 4 BJWA-AJEN + BJNA-AJHW Rounds are 4 minutes long 5 BJWA-ANFN + BJNA-ANHW Rounds are 6 minutes long 6 BJWA-AWFN + BJNA-AWHW Rounds are 9 minutes long 7 CTRA-AA2L Rounds never end 8 RGKT-A6VW + TCKT-A4AN + TCKT-A4BR Set up new career any way you want Remember, you can pick 'n mix your codes! Evander Holyfield's Real Deal Boxing is a trademark of SEGA. F-22 Interceptor (tm) Game State-of-the-art flight simulation! Use these great codes to dial in lives, ammo, chaff (radar decoys) and fuel consumption. 22 CODE KEY IN . . . EFFECT . . . 1 RH9T-R60T MASTER CODE--MUST BE ENTERED 2 AHAA-AAEE Start with 2 lives 3 AMAA-AAEE Start with 3 lives 4 AXAA-AAEE Start with 5 lives 5 A1AA-AAEE Start with 6 lives 6 A9AA-AAEE Start with 8 lives 7 BMAA-AAEE Start with 11 lives NOTE: CODES 8 THRU 21 WORK ONLY ON USA CAMPAIGN 8 WCPA-GCA8 Start with 400 ammo 9 8WPA-GCA8 Start with 500 ammo 10 MCPA-GEA8 Start with 600 ammo 11 1WPA-GEA8 Start with 700 ammo 12 ECPA-GGA8 Start with 800 ammo 13 TWPA-GGA8 Start with 900 ammo 14 7CPA-GGA8 Start with 1000 ammo 15 FC1A-GAAG Start with 40 chaff 16 GL1A-GAAG Start with 50 chaff 17 HW1A-GAAG Start with 60 chaff 18 J41A-GAAG Start with 70 chaff 19 LC1A-GAAG Start with 80 chaff 20 ML1A-GAAG Start with 90 chaff 21 NW1A-GAAG Start with 100 chaff 22 1B7T-BLYW Fuel burns 2x faster than normal 23 1B7T-BRYW Fuel burns 4x faster than normal 24 1B7T-BGZA Afterburner fuel consumption 2x normal 25 1B7T-BLZA Afterburner fuel consumption 3x normal 26 1B7T-BWZA Afterburner fuel consumption 5x normal 27 1B7T-B0ZA Afterburner fuel consumption 6x normal Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). F-22 Interceptor is a trademark of Electronic Arts. Ghostbusters (tm) Game Go run, jump and get them ghosts! Running out of life and bombs used to be a problem, but now you have GHOST Code 1 for an almost infinite life bar and Code 26 for infinite bombs. If you're getting to be an ecto-expert at this challenging game, try Codes 5 and 30 for just a little life and no bombs, and you won't have a ghost of a chance. GHOST CODE KEY IN . . . EFFECT . . . 1 BWST-AA54 Protection from most damage 2 96CT-BTAR Start with 24 life bar ticks instead of 16 3 96CT-A2AR Start with 12 life bar ticks 4 96CT-ATAR Start with 8 life bar ticks 5 96CT-AJAR Start with 4 life bar ticks 6 ATCT-AAAG Start with 5 rounds 7 AYCT-AAAG Start with 6 rounds 8 A2CT-AAAG Start with 7 rounds 9 A6CT-AAAG Start with 8 rounds 10 BACT-AAAG Start with 9 rounds 11 BECT-AAAG Start with 10 rounds 12 96CT-BYA0 Start with 26 energy bar ticks 13 96CT-A2A0 Start with 12 energy bar ticks 14 96CT-AJA0 Start with only 4 energy bar ticks 15 ACTT-ACH6 $10 ghosts worth $100 16 ACTT-BAH6 $10 ghosts worth $1,000 17 ACTT-BAS6 $10 ghosts worth $3,000 18 ACTT-AEH8 $20 ghosts worth $200 19 ACTT-AAS8 $20 ghosts worth $2,000 20 ACTT-BA18 $20 ghosts worth $5,000 21 ACVA-AGAA $30 ghosts worth $300 22 ACVA-BAJA $30 ghosts worth $3,000 23 ACVA-BATA $30 ghosts worth $5,000 24 ACVA-ALAC $50 ghosts worth $500 25 ACVA-BATC $50 ghosts worth $5,000 26 AV0T-AA4C Infinite bombs 27 NNCT-AABN Start with 99 bombs 28 CJCT-AABN Start with 18 bombs 29 EYCT-AABN Start with 37 bombs 30 AACT-AABN Start with 0 bombs Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Ghostbusters is a trademark of Columbia Pictures Industries, Inc. Golden Axe (tm) Game (Sega Classic Version) Save the land of Yuria from the evil oppressor Death Adder. In this game, you fight with close-range attacks and a powerful magic that kills everything on the screen. Use GASC Code 1 for invincibility, and Code 5 for infinite lives. THESE CODES ARE ONLY FOR THE SEGA CLASSIC VERSION OF THE GAME. SEE CODEBOOK FOR CODES FOR THE ORIGINAL TITLE GASC CODE KEY IN . . . EFFECT . . . 1 BB1A-AA78 Infinite hit points 2 RF8A-A6W6 Infinite magic 3 FGYT-BJVY Each magic pot worth 2 4 FGYT-BNVY Each magic pot worth 3 5 KB8T-AA46 Infinite lives 6 AJVT-AA2T Infinite credits 7 AJ7T-BA28 Start with 2 credits instead of 4 8 A27T-BA28 Start with 6 credits 9 BA7T-BA28 Start with 8 credits 10 ABBA-ACC4 Start with 1 life instead of 3--1st credit only NOTE: IF YOU HAVE MORE THAN 3 LIVES, THE GRAPHICS ON THE COUNTER LOOK WEIRD, BUT IT STILL COUNTS CORRECTLY 11 ABBA-ALC4 Start with 5 lives--1st credit only 12 ABBA-ARC4 Start with 7 lives--1st credit only 13 ABBA-AWC4 Start with 9 lives--1st credit only 14 AAVT-ACBR Continue with 1 life instead of 3 15 AAVT-ALBR Continue with 5 lives 16 AAVT-ARBR Continue with 7 lives 17 AAVT-AWBR Continue with 9 lives 18 ABBA-AEDA Start with 2 magic pots instead of 1 19 ABBA-AJDA Start with 4 magic pots 20 SA8A-BET2 Start on stage 2 21 SA8A-BJT2 Start on stage 3 22 SA8A-BNT2 Start on stage 4 23 SA8A-BTT2 Start on stage 5 24 SA8A-BYT2 Start on stage 6 25 SA8A-B2T2 Start on stage 7 26 SA8A-B6T2 Start on stage 8 Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Golden Axe and related names are trademarks of Sega of America, Inc. Greendog, The Beached Surfer Dude (tm) Game Find the funky ancient surfboard (probably left over from the '60's) and break the curse in this fun game, with its good cartoony graphics and lots 'o enemies. Hang ten, dude, with DOG Codes 1 and 5--you'll have infinite lives and spikes won't hurt you. If you need more of a challenge, try Codes 17 and 23. DOG CODE KEY IN . . . EFFECT . . . 1 ATNT-AA4E Infinite lives 2 AYPA-AADE Start with 6 lives 3 A2PA-AADE Start with 7 lives 4 BEPA-AADE Start with 10 lives 5 ABYA-CAAN Spikes don't hurt 6 AYNA-BE5Y Start on Ancient Aztec Crypts level 7 A6NA-BE5Y Start on Mustique level 8 BJNA-BE5Y Start on Curacao level 9 BNNA-BE5Y Start on Underwater Crypts of Curacao level 10 BYNA-BE5Y Start on Skateboard level 1 11 B2NA-BE5Y Start on Jamaica level 12 B6NA-BE5Y Start on Skateboard level 2 13 CENA-BE5Y Start on Saba level 14 CJNA-BE5Y Start on Crypts after Saba level 15 CTNA-BE5Y Start on St. Vincent level 16 CYNA-BE5Y Start on the final Skateboard level 17 AACA-CAC4 Cola doesn't restore energy 18 AJCA-CAC4 Cola restores less energy than normal 19 DTCA-CAC4 Cola restores more energy than normal 20 GACA-CAC4 Cola completely restores energy 21 AD8A-AACL Fish don't hurt 22 AX8A-AACL Fish hurt more than normal 23 CD8A-AACL Fish are devastating 24 AC6A-AABG Birds don't hurt 25 BC6A-AABG Birds hurt more than normal 26 CC6A-AABG Birds are devastating Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Greendog, The Beached Surfer Dude and related names are trademarks of Ric Green. Joe Montana II Sports Talk Football (tm) Game (Alternate Codes) This is one of the toughest football challenges of them all, and the play-by-play is a cool feature. Plenty of Game Genie (tm) codes give you pinpoint control over plays, the clock, the length of the quarters, even the scoring values. Note that JOE2 Codes 11 thru 18 replace the 20-minute game option on the options screen. The options screen will still display a 20-minute game, even when a code has been used to change this. The 40-minute game and 60-minute game options work as normal. Think you have Super Bowl potential? Try JOE2 Code 1 and see if you can put together a scoring drive! NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO NOT WORK ON YOUR GAME, THEN TRY THE "B" CODES JOE2 CODE KEY IN . . . EFFECT . . . 1A AKFT-RAGA Only have 1 play to make a first down 1B ALTT-CAEG 2A APFT-RAGA Only have 2 plays to make a first down 2B ARTT-CAEG 3A AVFT-RAGA Only have 3 plays to make a first down 3B AWTT-CAEG 4A AKFT-RA74 Have infinite plays to make a first down 4B ALTT-CA6A 5A AFGA-RACC Every drive starts as 1st and goal, no matter where the ball is! 5B ALVA-CA2J 6A C1TA-CAHY Play clock is 15 seconds long 6B CYDA-CAEL 7A GDTA-CAHY Play clock is 30 seconds long 7B GADA-CAEL 8A NDTA-CAHY Play clock is 60 seconds long 8B NADA-CAEL 9A WDTA-CAHY Play clock is 90 seconds long 9B WADA-CAEL 10A AAMA-AAD4 Play clock is infinite 10B AAMT-AAA0 11A ADVA-NCDR 1-minute quarters (4-minute game) 11B AB9A-CCC6 12A ADVA-NEDR 2-minute quarters (8-minute game) 12B AB9A-CEC6 13A ADVA-NAMR 20-minute quarters (80-minute game) 13B AB9A-CAL6 14A ADVA-NLMR 25-minute quarters (100-minute game) 14B AB9A-CLL6 15A ADVA-PAMR 30-minute quarters (120-minute game) 15B AB9A-DAL6 16A ADVA-NLXR 45-minute quarters (180-minute game) 16B AB9A-CLW6 17A ADVA-NA5R 60-minute quarters (240-minute game) 17B AB9A-CA46 18A ADVA-PL5R 75-minute quarters (300-minute game) 18B AB9A-DL46 19A ADVA-CAAW 0 timeouts per half--home team 19B AADT-CAFJ 20A AHVA-CAAW 1 timeout per half--home team 20B AEDT-CAFJ 21A AMVA-CAAW 2 timeouts per half--home team 21B AJDT-CAFJ 22A ADVA-CAAN 0 timeouts per half--visiting team 22B AADT-CAFC 23A AHVA-CAAN 1 timeout per half--visiting team 23B AEDT-CAFC 24A AMVA-CAAN 2 timeouts per half--visiting team 24B AJDT-CAFC 25A AVDT-CA68 Infinite timeouts--visiting team 25B AWBT-AA6E 26A ABGA-RADN Touchdowns worth 0 points 26B ACVA-CAEW 27A AFGA-RADN Touchdowns worth 1 point 27B AGVA-CAEW 28A AKGA-RADN Touchdowns worth 2 points 28B ALVA-CAEW 29A APGA-RADN Touchdowns worth 3 points 29B ARVA-CAEW 30A AVGA-RADN Touchdowns worth 4 points 30B AWVA-CAEW 31A AZGA-RADN Touchdowns worth 5 points 31B A0VA-CAEW 32A A7GA-RADN Touchdowns worth 7 points 32B A8VA-CAEW 33A BBGA-RADN Touchdowns worth 8 points 33B BCVA-CAEW 34A BFGA-RADN Touchdowns worth 9 points 34B BGVA-CAEW 35A ABGA-RAC2 Extra points worth 0 points 35B ACVA-CAD8 36A AKGA-RAC2 Extra points worth 2 points 36B ALVA-CAD8 37A APGA-RAC2 Extra points worth 3 points 37B ARVA-CAD8 38A AVGA-RAC2 Extra points worth 4 points 38B AWVA-CAD8 39A AZGA-RAC2 Extra points worth 5 points 39B A0VA-CAD8 40A A3GA-RAC2 Extra points worth 6 points 40B A4VA-CAD8 41A A7GA-RAC2 Extra points worth 7 points 41B A8VA-CAD8 42A BBGA-RAC2 Extra points worth 8 points 42B BCVA-CAD8 43A BFGA-RAC2 Extra points worth 9 points 43B BGVA-CAD8 44A ABGA-RADC Field goals worth 0 points 44B ACVA-CAEJ 45A AFGA-RADC Field goals worth 1 points 45B AGVA-CAEJ 46A AKGA-RADC Field goals worth 2 points 46B ALVA-CAEJ 47A AVGA-RADC Field goals worth 4 points 47B AWVA-CAEJ 48A AZGA-RADC Field goals worth 5 points 48B A0VA-CAEJ 49A A3GA-RADC Field goals worth 6 points 49B A4VA-CAEJ 50A A7GA-RADC Field goals worth 7 points 50B A8VA-CAEJ 51A BBGA-RADC Field goals worth 8 points 51B BCVA-CAEJ 52A BFGA-RADC Field goals worth 9 points 52B BGVA-CAEJ 53A ABGA-RAEC Safeties worth 0 points 53B ACVA-CAFJ 54A AFGA-RAEC Safeties worth 1 points 54B AGVA-CAFJ 55A APGA-RAEC Safeties worth 3 points 55B ARVA-CAFJ 56A AVGA-RAEC Safeties worth 4 points 56B AWVA-CAFJ 57A AZGA-RAEC Safeties worth 5 points 57B A0VA-CAFJ 58A A3GA-RAEC Safeties worth 6 points 58B A4VA-CAFJ 59A A7GA-RAEC Safeties worth 7 points 59B A8VA-CAFJ 60A BBGA-RAEC Safeties worth 8 points 60B BCVA-CAFJ 61A BFGA-RAEC Safeties worth 9 points 61B BGVA-CAFJ Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Joe Montana II Sports Talk Football is a trademark of Sega of America, Inc. Game Genie is a trademark of Lewis Galoob Toys, Inc. John Madden Football '93 (tm) Game The fast-talkin' coach with the great games is back for '93. MAD93 Codes 6 thru 12 can only be used with the 5-minute quarter option. The 10- and 15-minute quarter options operate as usual. With Codes 25 thru 30, if the computer is allowed more than 4 downs, it still punts on the 4th down--so the advantage is yours. If the computer is allowed less than 4 downs, it will always run plays and never punt. MAD93 CODE KEY IN . . . EFFECT . . . 1 RH9T-860T MASTER CODE--MUST BE ENTERED 2 ESPT-AAD6 Play clock starts at 35 seconds instead of 45 CODES 3 THRU 5 MAY CAUSE DELAYS IN PLAYS AND KICKOFFS WHEN YOU PLAY AGAINST THE COMPUTER 3 HXPT-AAD6 Play clock starts at 60 seconds--use in 2- player mode 4 MMPT-AAD6 Play clock starts at 90 seconds--use in 2- player mode 5 ALCT-CA7T Play clock frozen--use on 2-player game only 6 D4LT-CABE Each quarter lasts 30 seconds instead of 5 minutes 7 HWLT-CABE Each quarter lasts 1 minute 8 SCLT-CABE Each quarter lasts 2 minutes 9 0WLT-CABE Each quarter lasts 3 minutes 10 OCLT-CJBE Each quarter lasts 20 minutes 11 BCLT-CRBE Each quarter lasts 30 minutes 12 CCLT-C6BE Each quarter lasts 60 minutes 13 CCDA-CA2L No time limit (game lasts forever) 14 ACWA-AAG6 Home team starts with 0 timeouts instead of 3 15 AGWA-AAG6 Home team starts with 1 timeout 16 ALWA-AAG6 Home team starts with 2 timeouts 17 A0WA-AAG6 Home team starts with 5 timeouts 18 BGWA-AAG6 Home team starts with 9 timeouts 19 ACWA-AAHC Visiting team starts with 0 timeouts instead of 3 20 AGWA-AAHC Visiting team starts with 1 timeout 21 ALWA-AAHC Visiting team starts with 2 timeouts 22 A0WA-AAHC Visiting team starts with 5 timeouts 23 BGWA-AAHC Visiting team starts with 9 timeouts 24 RG3T-A6WG Infinite timeouts for both teams 25 AMJA-AAA8 Only have 1 play to get a first down 26 ASJA-AAA8 Only have 2 plays to get a first down 27 AXJA-AAA8 Only have 3 plays to get a first down 28 A5JA-AAA8 Have 5 plays to get a first down 29 A9JA-AAA8 Have 6 plays to get a first down 30 BDJA-AAA8 Have 7 plays to get a first down 31 AMJA-AA22 Always first down (never lose possession on downs) 32 FDLT-AADR Only need 5 yards for a first down 33 SDLT-AADR 15 yards needed for a first down 34 YDLT-AADR 20 yards needed for a first down 35 8DLT-AADR 30 yards needed for a first down 36 AMLT-AA5Y Always goal-to-go (must get touchdown) 37 AMKT-AA9A Touchdown worth 0 points 38 GDKT-BE1A Touchdown worth 1 point 39 GDKT-BJ1A Touchdown worth 2 points 40 GDKT-BN1A Touchdown worth 3 points 41 GDKT-BT1A Touchdown worth 4 points 42 GDKT-BY1A Touchdown worth 5 points 43 GDKT-B61A Touchdown worth 7 points 44 GDKT-BA1A Touchdown worth 8 points 45 ADKA-BE40 Extra point worth 0 points 46 AMKA-BE40 Extra point worth 2 points 47 ASKA-BE40 Extra point worth 3 points 48 AXKA-BE40 Extra point worth 4 points 49 A1KA-BE40 Extra point worth 5 points 50 A5KA-BE40 Extra point worth 6 points 51 A9KA-BE40 Extra point worth 7 points 52 BDKA-BE40 Extra point worth 8 points 53 ADKA-BE5G Field goal worth 0 points 54 AHKA-BE5G Field goal worth 1 point 55 AMKA-BE5G Field goal worth 2 points 56 AXKA-BE5G Field goal worth 4 points 57 A1KA-BE5G Field goal worth 5 points 58 A5KA-BE5G Field goal worth 6 points 59 A9KA-BE5G Field goal worth 7 points 60 BDKA-BE5G Field goal worth 8 points 61 AMLA-AA5W Safety worth 0 points 62 GDLA-BEXW Safety worth 1 point 63 GDLA-BNXW Safety worth 3 points 64 GDLA-BTXW Safety worth 4 points 65 GDLA-BYXW Safety worth 5 points 66 GDLA-B2XW Safety worth 6 points 67 GDLA-B6XW Safety worth 7 points 68 GDLA-BAXW Safety worth 8 points Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). John Madden Football '93 is a trademark of Electronic Arts. King's Bounty (tm) Game Of the whopping 168 KING codes, 2 thru 156 are good only when starting a new game. Be careful when using Codes 159 thru 162 without Code 163. In the early stages of a game, it doesn't take many troops for an army to get too large for you to control. When using Code 164, you will still see the number of available troops decrease as you recruit them. However, if you leave the troop dwelling and re-enter it later, you will see that the original number of troops in the dwelling has been restored. With Code 167, the number of days left goes down and time passes normally. When days left becomes 0, though, the game is not over. The counter will roll over to 65,535 and the game never ends. After a game where you used codes, if the game won't accept your password try Code 168. However, if you had too many of something (for example 5,000 days left), the game may reduce the number for you. KING CODE KEY IN . . . EFFECT . . . 1 R17A-R6V0 MASTER CODE--MUST BE ENTERED 2 NWWT-EAFW Start with days left at 100 3 7CWT-EGFW Start with days left at 1,000 4 5WWT-ELFW Start with days left at 1,500 5 4CWT-ERFW Start with days left at 2,000 6 VCWT-FGFW Start with days left at 5,000 7 LCWT-FEM6 Start with leadership at 50 for Sir Crimsaun 8 LCWT-E0X6 Start with leadership at 75 for Sir Crimsaun 9 LCWT-F456 Start with leadership at 125 for Sir Crimsaun 10 LCWT-FPD6 Start with leadership at 150 for Sir Crimsaun 11 LCWT-EVX6 Start with leadership at 200 for Sir Crimsaun 12 LCWT-FZ56 Start with leadership at 250 for Sir Crimsaun 13 ACWT-EAET Start with commission at 0 for Sir Crimsaun 14 NWWT-EAET Start with commission at 100 for Sir Crimsaun 15 8WWT-ECET Start with commission at 500 for Sir Crimsaun 16 4CWT-ERET Start with commission at 2,000 for Sir Crimsaun 17 VCWT-FGET Start with commission at 5,000 for Sir Crimsaun 18 CCWT-ERNT Start with commission at 10,000 for Sir Crimsaun 19 ECWT-E6YT Start with commission at 20,000 for Sir Crimsaun 20 JCWT-F3ET Start with commission at 40,000 for Sir Crimsaun 21 7CWT-F56T Start with commission at 65,000 for Sir Crimsaun 22 ACWT-EAEJ Start with gold at 0 for Sir Crimsaun 23 7CWT-EGEJ Start with gold at 1,000 for Sir Crimsaun 24 1CWT-E0EJ Start with gold at 3,000 for Sir Crimsaun 25 VCWT-FGEJ Start with gold at 5,000 for Sir Crimsaun 26 ECWT-E6YJ Start with gold at 20,000 for Sir Crimsaun 27 JCWT-F3EJ Start with gold at 40,000 for Sir Crimsaun 28 7CWT-F56J Start with gold at 65,000 for Sir Crimsaun 29 ARWT-EAEA Start with maximum spell capacity at 0 for Sir Crimsaun 30 ARWT-ECEA Start with maximum spell capacity at 1 for Sir Crimsaun 31 ARWT-EJEA Start with maximum spell capacity at 4 for Sir Crimsaun 32 ARWT-EREA Start with maximum spell capacity at 7 for Sir Crimsaun 33 ARWT-EYEA Start with maximum spell capacity at 10 for Sir Crimsaun 34 ARWT-FJEA Start with maximum spell capacity at 20 for Sir Crimsaun 35 ARWT-FENA Start with maximum spell capacity at 50 for Sir Crimsaun 36 ARWT-EJ6A Start with maximum spell capacity at 100 for Sir Crimsaun 37 AGWT-EAEE Start with spell power at 0 for Sir Crimsaun 38 AGWT-EEEE Start with spell power at 2 for Sir Crimsaun 39 AGWT-EJEE Start with spell power at 4 for Sir Crimsaun 40 AGWT-EREE Start with spell power at 7 for Sir Crimsaun 41 AGWT-EYEE Start with spell power at 10 for Sir Crimsaun 42 AGWT-FJEE Start with spell power at 20 for Sir Crimsaun 43 AGWT-FENE Start with spell power at 50 for Sir Crimsaun 44 AGWT-EJ6E Start with spell power at 100 for Sir Crimsaun 45 GLWT-EJ56 Start with leadership at 50 for Lord Palmer 46 NWWT-EJ56 Start with leadership at 100 for Lord Palmer 47 S0WT-EJ56 Start with leadership at 125 for Lord Palmer 48 W4WT-EJ56 Start with leadership at 150 for Lord Palmer 49 3CWT-EJ56 Start with leadership at 200 for Lord Palmer 50 9LWT-EJ56 Start with leadership at 250 for Lord Palmer 51 ACWT-EAEW Start with commission at 0 for Lord Palmer 52 NWWT-EAEW Start with commission at 100 for Lord Palmer 53 8WWT-ECEW Start with commission at 500 for Lord Palmer 54 4CWT-EREW Start with commission at 2,000 for Lord Palmer 55 VCWT-FGEW Start with commission at 5,000 for Lord Palmer 56 CCWT-ERNW Start with commission at 10,000 for Lord Palmer 57 ECWT-E6YW Start with commission at 20,000 for Lord Palmer 58 JCWT-F3EW Start with commission at 40,000 for Lord Palmer 59 7CWT-F56W Start with commission at 65,000 for Lord Palmer 60 ACWT-EAEL Start with gold at 0 for Lord Palmer 61 7CWT-EGEL Start with gold at 1,000 for Lord Palmer 62 1CWT-E0EL Start with gold at 3,000 for Lord Palmer 63 VCWT-FGEL Start with gold at 5,000 for Lord Palmer 64 ECWT-E6YL Start with gold at 20,000 for Lord Palmer 65 JCWT-F3EL Start with gold at 40,000 for Lord Palmer 66 7CWT-F56L Start with gold at 65,000 for Lord Palmer 67 ACWT-EEEA Start with maximum spell capacity at 0 for Lord Palmer 68 AGWT-EEEA Start with maximum spell capacity at 1 for Lord Palmer 69 ALWT-EEEA Start with maximum spell capacity at 2 for Lord Palmer 70 A8WT-EEEA Start with maximum spell capacity at 7 for Lord Palmer 71 BLWT-EEEA Start with maximum spell capacity at 10 for Lord Palmer 72 CWWT-EEEA Start with maximum spell capacity at 20 for Lord Palmer 73 GLWT-EEEA Start with maximum spell capacity at 50 for Lord Palmer 74 NWWT-EEEA Start with maximum spell capacity at 100 for Lord Palmer 75 ACWT-ECEE Start with spell power at 0 for Lord Palmer 76 ALWT-ECEE Start with spell power at 2 for Lord Palmer 77 AWWT-ECEE Start with spell power at 4 for Lord Palmer 78 A8WT-ECEE Start with spell power at 7 for Lord Palmer 79 BLWT-ECEE Start with spell power at 10 for Lord Palmer 80 CWWT-ECEE Start with spell power at 20 for Lord Palmer 81 GLWT-ECEE Start with spell power at 50 for Lord Palmer 82 NWWT-ECEE Start with spell power at 100 for Lord Palmer 83 NWWT-FEM8 Start with leadership at 50 for Tynnestra 84 NWWT-EJ58 Start with leadership at 100 for Tynnestra 85 NWWT-F458 Start with leadership at 125 for Tynnestra 86 NWWT-FPD8 Start with leadership at 150 for Tynnestra 87 NWWT-EVX8 Start with leadership at 200 for Tynnestra 88 NWWT-FZ58 Start with leadership at 250 for Tynnestra 89 ACWT-EAEY Start with commission at 0 for Tynnestra 90 NWWT-EAEY Start with commission at 100 for Tynnestra 91 8WWT-ECEY Start with commission at 500 for Tynnestra 92 4CWT-EREY Start with commission at 2,000 for Tynnestra 93 VCWT-FGEY Start with commission at 5,000 for Tynnestra 94 CCWT-ERNY Start with commission at 10,000 for Tynnestra 95 ECWT-E6YY Start with commission at 20,000 for Tynnestra 96 JCWT-F3EY Start with commission at 40,000 for Tynnestra 97 7CWT-F56Y Start with commission at 65,000 for Tynnestra 98 ACWT-EAEN Start with gold at 0 for Tynnestra 99 7CWT-EGEN Start with gold at 1,000 for Tynnestra 100 1CWT-E0EN Start with gold at 3,000 for Tynnestra 101 VCWT-FGEN Start with gold at 5,000 for Tynnestra 102 ECWT-E6YN Start with gold at 20,000 for Tynnestra 103 JCWT-F3EN Start with gold at 40,000 for Tynnestra 104 7CWT-F56N Start with gold at 65,000 for Tynnestra 105 ALWT-EAEC Start with maximum spell capacity at 0 for Tynnestra 106 ALWT-ECEC Start with maximum spell capacity at 1 for Tynnestra N 107 ALWT-EGEC Start with maximum spell capacity at 3 for Tynnestra 108 ALWT-EREC Start with maximum spell capacity at 7 for Tynnestra 109 ALWT-EYEC Start with maximum spell capacity at 10 for Tynnestra 110 ALWT-FJEC Start with maximum spell capacity at Q20 for Tynnestra H 111 ALWT-FENC Start with maximum spell capacity at 50 for Tynnestra 112 ALWT-EJ6C Start with maximum spell capacity at 100 for Tynnestra 113 ACWT-EAEG Start with spell power at 0 for Tynnestra 114 ACWT-ECEG Start with spell power at 1 for Tynnestra 115 ACWT-EJEG Start with spell power at 4 for Tynnestra 116 ACWT-EREG Start with spell power at 7 for Tynnestra 117 ACWT-EYEG Start with spell power at 10 for Tynnestra 118 ACWT-FJEG Start with spell power at 20 for Tynnestra 119 ACWT-FENG Start with spell power at 50 for Tynnestra 120 ACWT-EJ6G Start with spell power at 100 for Tynnestra 121 GLWT-F2M8 Start with leadership at 50 for Mad Moham 122 KRWT-F2M8 Start with leadership at 75 for Mad Moham 123 S0WT-F2M8 Start with leadership at 125 for Mad Moham 124 W4WT-F2M8 Start with leadership at 150 for Mad Moham 125 3CWT-F2M8 Start with leadership at 200 for Mad Moham 126 9LWT-F2M8 Start with leadership at 250 for Mad Moham 127 ACWT-EAE0 Start with commission at 0 for Mad Moham 128 NWWT-EAE0 Start with commission at 100 for Mad Moham 129 8WWT-ECE0 Start with commission at 500 for Mad Moham 130 7CWT-EGE0 Start with commission at 1,000 for Mad Moham 131 VCWT-FGE0 Start with commission at 5,000 for Mad Moham 132 CCWT-ERN0 Start with commission at 10,000 for Mad Moham 133 ECWT-E6Y0 Start with commission at 20,000 for Mad Moham 134 JCWT-F3E0 Start with commission at 40,000 for Mad Moham 135 7CWT-F560 Start with commission at 65,000 for Mad Moham 136 ACWT-EAER Start with gold at 0 for Mad Moham 137 7CWT-EGER Start with gold at 1000 for Mad Moham 138 1CWT-E0ER Start with gold at 3,000 for Mad Moham 139 VCWT-FGER Start with gold at 5,000 for Mad Moham 140 ECWT-E6YR Start with gold at 20,000 for Mad Moham 141 JCWT-F3ER Start with gold at 40,000 for Mad Moham 142 7CWT-F56R Start with gold at 65,000 for Mad Moham 143 ACWT-ELEC Start with maximum spell capacity at 0 for Mad Moham 144 AGWT-ELEC Start with maximum spell capacity at for Mad Moham 145 AWWT-ELEC Start with maximum spell capacity at 4 for Mad Moham 146 A8WT-ELEC Start with maximum spell capacity at 7 for Mad Moham 147 BLWT-ELEC Start with maximum spell capacity at for Mad Moham 148 CWWT-ELEC Start with maximum spell capacity at 20 for Mad Moham 149 GLWT-ELEC Start with maximum spell capacity at 50 for Mad Moham 150 NWWT-ELEC Start with maximum spell capacity at 100 for Mad Moham 151 AWWT-EEEG Start with spell power at 4 for Mad Moham 152 A8WT-EEEG Start with spell power at 7 for Mad Moham 152 BLWT-EEEG Start with spell power at 10 for Mad Moham 154 CWWT-EEEG Start with spell power at 20 for Mad Moham 155 GLWT-EEEG Start with spell power at 50 for Mad Moham 156 NWWT-EEEG Start with spell power at 100 for Mad Moham 157 1XYT-BGR2 + AHYT-AAG4 Always have 1 troop in each army in battle 158 1XYT-BGR2 + CXYT-AAG4 Always have 20 troops in each army in battle 159 1XYT-BGR2 + GMYT-AAG4 Always have 50 troops in each army in battle 160 1XYT-BGR2 + NXYT-AAG4 Always have 100 troops in each army in battle 161 1XYT-BGR2 + 9MYT-AAG4 Always have 250 troops in each army in battle 162 1XYT-BGR2 + 8XYT-ACG4 Always have 500 troops in each army in battle 163 2AXT-DCTG Never lose control of an army 164 AMBA-AA84 Recruiting does not reduce population of troop dwellings 165 AKWA-CA9Y Recruitment and boat rental are free 166 RGNA-A6YY Armies work for free 167 CBCT-AA6T Never run out of days 168 AJVT-AA4L + AJTA-AA6Y Accept any password Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). King's Bounty and related names are trademarks of New World Computing, Inc. Krusty's Super Fun House (tm) Game America's Number 1 video game family is back--this time with Krusty the Clown leading the way in a tough puzzle-and-action challenge. For help, FUN Codes 1 and 2 together give you infinite lives, and Code 49 gives you infinite pies and superballs. Getting cocky? See how far you can get with Code 3, one life. Codes 17 thru 20 give you more time to complete bonus rooms, where you normally have about 15 seconds. FUN CODE KEY IN . . . EFFECT . . . 1 AVST-AA6A No lives deducted when you use the Last Resort 2 AWBT-AA44 No lives deducted when you run out of health 3 AE5T-AAAW Start with 1 life 4 AJ5T-AAAW Start with 2 lives 5 AY5T-AAAW Start with 5 lives 6 BJ5T-AAAW Start with 10 lives 7 B65T-AAAW Start with 15 lives 8 CT5T-AAAW Start with 20 lives USE CODES 9 THRU 16 FOR FUN ONLY, NOT TO FINISH THE GAME 9 ABFA-AA6J Magic blocks are always food 10 ABFA-AA6J + X3FA-AAEL Magic blocks are always pies 11 ABFA-AA6J + 23FA-AAEL Magic blocks are always bags of tricks 12 ABFA-AA6J + 6BFA-AAEL Magic blocks are always mugs 13 ABFA-AA6J + 93FA-AAEL Magic blocks are always hooters 14 ABFA-AA6J + DBFA-ACEL Magic blocks are always extra lives 15 ABFA-AA6J + JBFA-ACEL Magic blocks give you nothing, but may still open a secret passage 16 ABFA-AA6J + 93FA-AEEL Magic blocks are always superballs 17 LA9T-AACT About 25 seconds to get all tokens in bonus rooms 18 SA9T-AACT About 35 seconds to get all tokens in bonus rooms 19 0T9T-AACT About 55 seconds to get all tokens in bonus rooms 20 8A9T-AACT About 70 seconds to get all tokens in bonus rooms 21 SE8T-BJZ4 Completing bonus room worth 2 extra lives 22 SE8T-BNZ4 Completing bonus room worth 3 extra lives 23 SE8T-BTZ4 Completing bonus room worth 4 extra lives 24 SE8T-BYZ4 Completing bonus room worth 5 extra lives 25 AVFT-AA8A Krusty doll magic blocks worth 0 extra lives 26 SFFT-BJ0A Krusty doll magic blocks worth 2 extra lives 27 SFFT-BN0A Krusty doll magic blocks worth 3 extra lives 28 SFFT-BT0A Krusty doll magic blocks worth 4 extra lives 29 SFFT-BY0A Krusty doll magic blocks worth 5 extra lives FOR CODES 30 THRU 37, THE NUMBER OF SUPERBALLS IN THE CODE IS THE MAXIMUM NUMBER YOU CAN CARRY 30 AFGT-AAEY Superball magic blocks worth 1 superball 31 AKGT-AAEY Superball magic blocks worth 2 superballs 32 APGT-AAEY Superball magic blocks worth 3 superballs 33 AVGT-AAEY Superball magic blocks worth 4 superballs 34 A7GT-AAEY Superball magic blocks worth 7 superballs 35 BKGT-AAEY Superball magic blocks worth 10 superballs 36 B7GT-AAEY Superball magic blocks worth 15 superballs 37 CVGT-AAEY Superball magic blocks worth 20 superballs FOR CODES 38 THRU 44, THE NUMBER OF PIES IN THE CODE IS THE MAXIMUM NUMBER YOU CAN CARRY 38 AFFT-AABY Pie magic blocks worth 1 pie 39 APFT-AABY Pie magic blocks worth 3 pies 40 AZFT-AABY Pie magic blocks worth 5 pies 41 A7FT-AABY Pie magic blocks worth 7 pies 42 B7FT-AABY Pie magic blocks worth 15 pies 43 CVFT-AABY Pie magic blocks worth 20 pies 44 D3FT-AABY Pie magic blocks worth 30 pies 45 SFFT-ANBW Pie magic blocks add to total pies 46 SFGT-ANEW Superball magic blocks add to total superballs USE CODE 47 FOR FUN ONLY, NOT TO FINISH THE GAME 47 BBGT-AA6J Always pick up pies, never superballs FOR CODE 48, FIRST KICK A BLOCK THAT ORIGINALLY CONTAINED A SUPERBALL. AFTER THAT, IT WILL LOOK LIKE YOU PICK UP PIES, BUT YOU WILL ACTUALLY BE PICKING UP SUPERBALLS 48 BBFT-AA3J Always pick up superballs, never pies 49 AKTT-AA3N Infinite pies and superballs 50 ABFA-AAG0 Food magic blocks worth 0 health points instead of 35 51 BKFA-AAG0 Food magic blocks worth 10 health points 52 CVFA-AAG0 Food magic blocks worth 20 health points 53 D3FA-AAG0 Food magic blocks worth 30 health points 54 FBFA-AAG0 Food magic blocks worth 40 health points 55 GKFA-AAG0 Food magic blocks worth 50 health points 56 HVFA-AAG0 Food magic blocks worth 60 health points 57 LBFA-AAG0 Food magic blocks worth 80 health points 58 MKFA-AAG0 Food magic blocks worth 90 health points 59 NVFA-AAG0 Food magic blocks worth 100 health points 60 CJ4T-AA9L Start on section 2 with section 1 complete 61 FJ4T-AA9L Start on section 3 with sections 1 and 2 complete 62 JJ4T-AA9L Start on section 4 with sections 1 thru I3 complete 63 MJ4T-AA9L Start on section 5 with sections 1 thru 4 complete 64 RJ4T-AA9L Start anywhere you want--with infinite lives Remember, you can pick 'n mix your codes! Krusty's Super Fun House and related names are trademarks of Acclaim Entertainment, Inc. NFL Sports Talk Football '93 Starring Joe Montana (tm) Game Despite his injuries, the NFL's all-time great quarterback keeps putting out great games. Enjoy all the variations you can key in with these JOE93 codes. For Codes 26, 27, 32, and 33, the counter does not properly display the number of timeouts, but the codes do work. JOE93 CODE KEY IN . . . EFFECT . . . 1 AK8T-EAD0 Only have 1 play to make a first down 2 AP8T-EAD0 Only have 2 plays to make a first down 3 AV8T-EAD0 Only have 3 plays to make a first down 4 AK8T-EA5T Have infinite plays to make a first down 5 AB9A-ELD4 Only need 5 yards to get a 1st down 6 AB9A-E8D4 Must get 15 yards to get a 1st down 7 AB9A-FJD4 Must get 20 yards to get a 1st down 8 AB9A-F6D4 Must get 30 yards to get a 1st down 9 AK9A-EA6Y Always goal-to-go--must get a TD 10 C1PT-CAEY Play clock is 15 seconds long 11 GDPT-CAEY Play clock is 30 seconds long 12 NDPT-CAEY Play clock is 60 seconds long 13 WDPT-CAEY Play clock is 90 seconds long 14 AANA-AACT Play clock is infinite 15 ABMA-ECC4 Each quarter is 1 minute 16 ABMA-EEC4 Each quarter is 2 minutes 17 ABMA-EAL4 Each quarter is 20 minutes 18 ABMA-ELL4 Each quarter is 25 minutes 19 ABMA-FAL4 Each quarter is 30 minutes 20 ABMA-ELW4 Each quarter is 45 minutes 21 ABMA-EA44 Each quarter is 60 minutes 22 ABMA-FL44 Each quarter is 75 minutes 23 ADRA-CAFW 0 timeouts per half--home team 24 AHRA-CAFW 1 timeout per half--home team 25 AMRA-CAFW 2 timeouts per half--home team 26 AXRA-CAFW 4 timeouts per half--home team 27 A1RA-CAFW 5 timeouts per half--home team 28 ATLT-CA8J Infinite timeouts--home team 30 AHRA-CAFN 1 timeout per half--visiting team 31 AMRA-CAFN 2 timeouts per half--visiting team 32 AXRA-CAFN 4 timeouts per half--visiting team 33 A1RA-CAFN 5 timeouts per half--visiting team 34 ATMA-CA2C Infinite timeouts--visiting team 35 AB9T-EAA8 Touchdowns worth 0 points 36 AF9T-EAA8 Touchdowns worth 1 point 37 AK9T-EAA8 Touchdowns worth 2 points 38 AP9T-EAA8 Touchdowns worth 3 points 39 AV9T-EAA8 Touchdowns worth 4 points 40 AZ9T-EAA8 Touchdowns worth 5 points 41 A79T-EAA8 Touchdowns worth 7 points 42 BB9T-EAA8 Touchdowns worth 8 points 43 BF9T-EAA8 Touchdowns worth 9 points 44 AB9T-EAAL Extra points worth 0 points 45 AK9T-EAAL Extra points worth 2 points 46 AP9T-EAAL Extra points worth 3 points 47 AV9T-EAAL Extra points worth 4 points 48 AZ9T-EAAL Extra points worth 5 points 49 A39T-EAAL Extra points worth 6 points 50 A79T-EAAL Extra points worth 7 points 51 BB9T-EAAL Extra points worth 8 points 52 BF9T-EAAL Extra points worth 9 points 53 AB9T-EAAY Field goals worth 0 points 54 AF9T-EAAY Field goals worth 1 point 55 AK9T-EAAY Field goals worth 2 points 56 AV9T-EAAY Field goals worth 4 points 57 AZ9T-EAAY Field goals worth 5 points 58 A39T-EAAY Field goals worth 6 points 59 A79T-EAAY Field goals worth 7 points 60 BB9T-EAAY Field goals worth 8 points 61 BF9T-EAAY Field goals worth 9 points 62 AB9T-EACL Safeties worth 0 points 63 AF9T-EACL Safeties worth 1 point 64 AP9T-EACL Safeties worth 3 points 65 AV9T-EACL Safeties worth 4 points 66 AZ9T-EACL Safeties worth 5 points 67 A39T-EACL Safeties worth 6 points 68 A79T-EACL Safeties worth 7 points 69 BB9T-EACL Safeties worth 8 points 70 BF9T-EACL Safeties worth 9 points Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). NFL Sports Talk Football '93 Starring Joe Montana is a trademark of SEGA. Pit-Fighter (tm) Game This version of the popular arcade game features kicking, punching, and a nice variety of other antisocial behavior. As Ty, Kato or Buzz, you must fight for the right to face the Masked Warrior. Get to him faster with PIT Codes 1 thru 14. (The numbers of matches in these codes include grudge matches. In the 2-player mode, an extra elimination match takes place just before the championship match.) In the 2-player mode, Code 15 allows both players to team against Masked Warrior. Experts, try Code 16 to start with only 1 life. PIT CODE KEY IN . . . EFFECT . . . 1 AHNT-3A6J + JDNT-20NL + PDNT-22EN Must win 14 matches instead of 15 to become champion 2 AMNT-3A6J + JDNT-20NL + PDNT-22EN Must win 13 matches to become champion 3 ASNT-3A6J + JDNT-20NL + PDNT-22EN Must win 12 matches to become champion 4 AXNT-3A6J + JDNT-20NL + PDNT-22EN Must win 11 matches to become champion 5 A1NT-3A6J + JDNT-20NL + PDNT-22EN Must win 10 matches to become champion 6 A5NT-3A6J + JDNT-20NL + PDNT-22EN Must win 9 matches to become champion 7 A9NT-3A6J + JDNT-20NL + PDNT-22EN Must win 8 matches to become champion 8 BDNT-3A6J + JDNT-20NL + PDNT-22EN Must win 7 matches to Ubecome champion 9 BHNT-3A6J + JDNT-20NL + PDNT-22EN Must win 6 matches to become champion 10 BMNT-3A6J + JDNT-20NL + PDNT-22EN Must win 5 matches to become champion 11 BSNT-3A6J + JDNT-20NL + PDNT-22EN Must win 4 matches to become champion 12 BXNT-3A6J + JDNT-20NL + PDNT-22EN Must win 3 matches to become champion 13 B1NT-3A6J + JDNT-20NL + PDNT-22EN Must win 2 matches to become champion 14 B5NT-3A6J + JDNT-20NL + PDNT-22EN Must win 1 match to become champion 15 B9NT-3A6J + JDNT-20NL + PDNT-22EN Both players fight for championship at same time 16 AFYT-2AAJ Start with 1 life 17 AKYT-2AAJ Start with 2 lives 18 APYT-2AAJ Start with 3 lives 19 AZYT-2AAJ Start with 5 lives 20 A3YT-2AAJ Start with 6 lives 21 AVZA-2A2R Infinite lives 22 BB0T-2AGE Match clock runs faster 23 JB0T-2AGE Match clock runs slower 24 GB0T-2A8L Freeze match clock (no time limit) 25 3DMA-2ADA Power pill lasts for a shorter time 26 EDMA-2GDA Power pill lasts for a longer time 27 ADMA-3ADA Power pill lasts much longer 28 ALBA-2A9R Power pill lasts until death or end of match Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Pit-Fighter and related names are trademarks of Atari Games. QuackShot (tm) Game (Alternate Codes) Have you been able to quack this game and find the Great Duck Treasure? No? Then try some of these ducky Game Genie (tm) codes. With QUAK Code 2 you never lose power. Vary the 3 Donald Ducks you normally start with by keying in Codes 7 thru 14. With Code 6, you're invulnerable to everything except the last boss's sword. Combine some of these, or use them one at a time, and you should be able to finally wipe out Big Pete! NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES QUAK CODE KEY IN . . . EFFECT . . . 1A AJCA-AA2L MASTER CODE--MUST BE ENTERED 1B RECT-A6VE 2A BBJA-AAD0 Start with maximum power 2B BBJT-AAAA 3A AKJA-AAD0 Start with less power 3B AKJT-AAAA 4A BBEA-AABW Start with maximum power after you lose a Donald Duck 4B BBEA-AAEG 5A AKEA-AABW Start with less power after you lose a Donald Duck 5B AKEA-AAEG 6A AKSA-AA24 Almost infinite power (last boss's sword can still hurt you) 6B AKSA-AA9J 7A AFJA-AABG Start with 1 Donald Duck 7B AFJA-AAFN 8A AZJA-AABG Start with 5 Donald Ducks 8B AZJA-AAFN 9A BBJA-AABG Start with 8 Donald Ducks 9B BBJA-AAFN 10A BKJA-AABG Start with 10 Donald Ducks 10B BKJA-AAFN 11A DFJA-AABG Start with 25 Donald Ducks 11B DFJA-AAFN 12A GKJA-AABG Start with 50 Donald Ducks 12B GKJA-AAFN 13A NPJA-AABG Start with 99 Donald Ducks 13B NPJA-AAFN 14A AVEA-AA28 Infinite Donald Ducks 14B AVEA-AA5W 15A AKJT-AA2J Infinite popcorn on popcorn pick-up 15B AKJT-AA6W Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). QuackShot and related names are trademarks of The Walt Disney Company. Revenge of Shinobi (tm) Game There are 3 sets of codes for this popular adventure. Versions A and B are for the original title. (The third set of codes is for the Sega Classic version, later in the book). The VENGE Codes will help you vanquish the evil Neo Zeed army. With Code 5, shurikens and swords don't hurt you. Code 8 lets you use Jitsu of Mijin with no loss of life. NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES. (IF NEITHER WORKS, TRY THE SEGA CLASSIC CODES) CODE KEY IN . . . EFFECT . . . 1A ACTT-BA4Y Infinite lives--except when using Jitsu of Mijin 1B ACRT-BA32 2A BMVT-GA6L Infinite shurikins 2B BMTT-GA4L 3A BXVA-GA9E Infinite life bar 3B BXTA-GA7E 4A AANT-CAAJ Some bombs and enemy shurikins don't hurt 4B AANT-CAAJ 5A ABCA-BA94 + RFCA-A616 Some bombs, enemy shurikins and swords don't hurt 5B ABCA-BA90 + RFCA-A612 6A AC5A-BA46 No life lost when using Jitsu of Mijin 6B AC3A-BA44 7A NTBA-AAC6 Start with 100 shurikins 7B NTBA-AAC08A 3ABA-AAC6 Start with 200 shurikins 8B 3ABA-AAC0 9A 8TBA-ACC6 Start with 500 shurikins 9B 8TBA-ACC0 10A BGKA-AAH4 Start with 9 continues 10B BGHA-AAG0 11A AGKA-AAH4 Start with 1 continue 11B AGHA-AAG0 12A A0KA-AAH4 Start with 5 continues 12B A0HA-AAG0 13A AGKT-AAAA Start in District 1, level 2 13B AGHA-AAG6 14A ALKT-AAAA Start in District 1, level 3 14B ALHA-AAG6 15A ARKT-AAAA Start in District 2, level 1 15B ARHA-AAG6 16A AWKT-AAAA Start in District 2, level 2 16B AWHA-AAG6 17A A0KT-AAAA Start in District 2, level 3 17B A0HA-AAG6 18A A4KT-AAAA Start in District 3, level 1 18B A4HA-AAG6 19A A8KT-AAAA Start in District 3, level 2 19B A8HA-AAG6 20A BCKT-AAAA Start in District 3, level 3 20B BCHA-AAG6 21A BGKT-AAAA Start in District 4, level 1 21B BGHA-AAG6 22A BLKT-AAAA Start in District 4, level 2 22B BLHA-AAG6 23A BRKT-AAAA Start in District 4, level 3 23B BRHA-AAG6 24A BWKT-AAAA Start in District 5, level 1 24B BWHA-AAG6 25A B0KT-AAAA Start in District 5, level 2 25B B0HA-AAG6 26A B4KT-AAAA Start in District 5, level 3 26B B4HA-AAG6 27A B8KT-AAAA Start in District 6, level 1 27B B8HA-AAG6 28A CCKT-AAAA Start in District 6, level 2 28B CCAH-AAG6 29A CGKT-AAAA Start in District 6, level 3 29B CGHA-AAG6 30A CLKT-AAAA Start in District 7, level 1 30B CLHA-AAG6 31A CRKT-AAAA Start in District 7, level 2 31B CRHA-AAG6 32A CWKT-AAAA Start in District 7, level 3 32B CWHA-AAG6 33A C0KT-AAAA Start in District 8, level 1 33B C0HA-AAG6 34A C4KT-AAAA Start in District 8, level 2 34B C4HA-AAG6 35A C8KT-AAAA Start in District 8, level 3 35B C8HA-AAG6 Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Revenge of Shinobi and related names are trademarks of SEGA. Revenge of Shinobi (tm) Game (Sega Classic Version) NOTE: THESE CODES ARE FOR THE SEGA CLASSIC VERSION OF THE GAME VENGESC CODE KEY IN . . . EFFECT . . . 1 ACSA-BA86 Infinite lives--except when using Jitsu of Mijin 2 BMTT-GA4L Infinite shurikins 3 BXTA-GA7E Infinite life bar 4 AANT-CAAJ Some bombs and enemy shurikins don't hurt 5 ABCT-BA90 + RFCT-A612 Some bombs, enemy shurikins and swords don't hurt 6 AC4A-BA4R No life lost when using Jitsu of Mijin 7 NTBT-AAC0 Start with 100 shurikins 8 3ABT-AAC0 Start with 200 shurikins 9 8TBT-ACC0 Start with 500 shurikins 10 BGHT-AACT Start with 9 continues 11 AGHT-AACT Start with 1 continue 12 A0HT-AACT Start with 5 continues 13 AGHT-AAC0 Start in District 1, level 2 14 ALHT-AAC0 Start in District 1, level 3 15 ARHT-AAC0 Start in District 2, level 1 16 AWHT-AAC0 Start in District 2, level 2 17 A0HT-AAC0 Start in District 2, level 3 18 A4HT-AAC0 Start in District 3, level 1 19 A8HT-AAC0 Start in District 3, level 2 20 BCHT-AAC0 Start in District 3, level 3 21 BGHT-AAC0 Start in District 4, level 1 22 BLHT-AAC0 Start in District 4, level 2 23 BRHT-AAC0 Start in District 4, level 3 24 BWHT-AAC0 Start in District 5, level 1 25 B0HT-AAC0 Start in District 5, level 2 26 B4HT-AAC0 Start in District 5, level 3 27 B8HT-AAC0 Start in District 6, level 1 28 CCHT-AAC0 Start in District 6, level 2 29 CGHT-AAC0 Start in District 6, level 3 30 CLHT-AAC0 Start in District 7, level 1 31 CRHT-AAC0 Start in District 7, level 2 32 CWHT-AAC0 Start in District 7, level 3 33 C0HT-AAC0 Start in District 8, level 1 34 C4HT-AAC0 Start in District 8, level 2 35 C8HT-AAC0 Start in District 8, level 3 Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Revenge of Shinobi, Sega Classic and related names are trademarks of SEGA. Sonic the Hedgehog 2 (tm) Game Sonic's back! How do you follow one of the all-time favorite action games? Try putting a "Tail" on Sonic--and having it follow him! The 2-player competitive mode is excellent too. We have plenty of great SON2 Codes for you, including the much-requested jump codes. Enjoy! Codes 1 THRU 16 also work for Tails in a one-player game. There is only one total for Sonic's rings in a one-player game. Normally, you have to grab all seven chaos emeralds, get at least 50 rings, and jump to turn into Super Sonic (and be invincible). But by choosing from among Codes 58 thru 64 and 65 thru 69, you can reduce the number of emeralds and rings you have to get. With Code 70, you won't lose your rings with time and drop back down to regular Sonic. And to help you become Super Sonic on the last level, where there are normally no rings, Codes 58, 65 and 72 will do the trick-- just jump. Finally, access the level select menu with Code 71. THERE ARE 2 VERSIONS OF THIS GAME. IF ONE CODE DOESN'T WORK ON YOUR GAME, TRY THE OTHER SON2 CODE KEY IN . . . EFFECT . . . 1A SAST-DJ1A Rings worth 2--player 1 1B SATA-DJTJ 2A SAST-DN1A Rings worth 3--player 1 2B SATA-DNTJ 3A SAST-DT1A Rings worth 4--player 1 3B SATA-DTTJ 4A SAST-DY1A Rings worth 5--player 1 4B SATA-DYTJ 5A SAST-D21A Rings worth 6--player 1 5B SATA-D2TJ 6A SAST-D61A Rings worth 7--player 1 6B SATA-D6TJ 7A SAST-DA1A Rings worth 8--player 1 7B SATA-DATJ 8A AE8A-AAD2 Start with 1 life instead of 3--player 1 8B AE8A-AADN 9A AY8A-AAD2 Start with 5 lives--player 1 9B AY8A-AADN 10A A68A-AAD2 Start with 7 lives--player 1 10B A68A-AADN 11A BE8A-AAD2 Start with 9 lives--player 1 11B BE8A-AADN 12A DE8A-AAD2 Start with 25 lives--player 1 12B DE8A-AADN 13A GJ8A-AAD2 Start with 50 lives--player 1 13B GJ8A-AADN 14A KN8A-AAD2 Start with 75 lives--player 1 14B KN8A-AADN 15A NN8A-AAD2 Start with 99 lives--player 1 15B NN8A-AADN 16A JW3A-CA4J Infinite lives--player 1 16B JW3A-CA4Y 17A SATA-DJVW Rings worth 2--player 2 17B SATA-DJW8 18A SATA-DNVW Rings worth 3--player 2 18B SATA-DNW8 19A SATA-DTVW Rings worth 4--player 2 19B SATA-DTW8 20A SATA-DYVW Rings worth 5--player 2 20B SATA-DYW8 21A SATA-D2VW Rings worth 6--player 2 21B SATA-D2W8 22A SATA-D6VW Rings worth 7--player 2 22B SATA-D6W8 23A SATA-DAVW Rings worth 8--player 2 23B SATA-DAW8 24A AE8A-AAD8 Start with 1 life instead of 3--player 2 24B AE8A-AADW 25A AY8A-AAD8 Start with 5 lives--player 2 25B AY8A-AADW 26A A68A-AAD8 Start with 7 lives--player 2 26B A68A-AADW 27A BE8A-AAD8 Start with 9 lives--player 2 27B BE8A-AADW 28A DE8A-AAD8 Start with 25 lives--player 2 28B DE8A-AADW 29A GJ8A-AAD8 Start with 50 lives--player 2 29B GJ8A-AADW 30A KN8A-AAD8 Start with 75 lives--player 2 30B KN8A-AADW 31A NN8A-AAD8 Start with 99 lives--player 2 31B NN8A-AADW 32A JXGA-CA7G Infinite lives--player 2 32B JXGA-CA7W 33A KBVT-CAE2 Jump lower 33B KBVT-CAE2 34A FVVT-CAE2 Jump a little higher 34B FVVT-CAE2 FOR CODES 35 AND 36, SWITCH OFF IF YOU GET STUCK SOMEWHERE OR WANT TO SINK IN WATER 35A EBVT-CAE2 Jump a lot higher 35B EBVT-CAE2 36A CBVT-CAE2 Jump really high 36B CBVT-CAE2 37A A02T-CAF8 Sonic stays invincible for a shorter time after getting hit 37B A02T-CAGL 38A 982T-CAF8 Sonic stays invincible for a longer time after getting hit 38B 982T-CAGL 39A ALTA-CA8N Sonic becomes invisible and invincible for the rest of the level after getting hit--must have at least one ring (switch off and then on to make Sonic visible) 39B ALTA-CA82 40A ALTA-CA9J Once invincible (stars), Sonic stays Invincible for the rest of the level 40B ALTA-CA9Y 41A ATTT-CA4W Sonic doesn't lose rings when hit 41B ATTT-CA58 42A ATTT-CA5G Tails doesn't lose rings when hit 42B ATTT-CA6W 43A AH2T-CAH6 Sonic needs only 1 ring instead of 50 to enter special stage after touching a star post 43B AH2T-CAHN WITH CODES 44 THRU 57, THE COUNTER DOESN'T SHOW THE EXTRA RINGS, BUT YOU DO GET THEM 44 SBJA-HJWJ Rings worth 2 in special stages-- Sonic 44B SBJA-HJV2 45 SBJA-HNWJ Rings worth 3 in special stages-- Sonic 45B SBJA-HNV2 46 SBJA-HTWJ Rings worth 4 in special stages-- Sonic 46B SBJA-HTV2 47 SBJA-HYWJ Rings worth 5 in special stages-- Sonic 47B SBJA-HYV2 48 SBJA-H2WJ Rings worth 6 in special stages-- Sonic 48B SBJA-H2V2 49 SBJA-H6WJ Rings worth 7 in special stages-- Sonic 49B SBJA-H6V2 50 SBJA-HAWJ Rings worth 8 in special stages-- Sonic 50B SBJA-HAV2 51 SBJA-HJWR Rings worth 2 in special stages-- Tails 51B SBJA-HJV8 52 SBJA-HNWR Rings worth 3 in special stages-- Tails 52B SBJA-HNV8 53 SBJA-HTWR Rings worth 4 in special stages-- Tails 53B SBJA-HTV8 54 SBJA-HYWR Rings worth 5 in special stages-- Tails 54B SBJA-HYV8 55 SBJA-H2WR Rings worth 6 in special stages-- Tails 55B SBJA-H2V8 56 SBJA-H6WR Rings worth 7 in special stages-- Tails 56B SBJA-H6V8 57 SBJA-HAWR Rings worth 8 in special stages-- Tails 57B SBJA-HAV8 FOR CODES 58 THRU 64, DON'T GRAB MORE CHAOS EMERALDS THAN THE AMOUNT YOU NEED 58 ACZT-CACA Need 0 chaos emeralds to become Super Sonic (in addition to rings) 58B ACZT-CACN 59 AGZT-CACA Need 1 Chaos Emerald to become Super Sonic (in addition to rings) 59B AGZT-CACN 60 ALZT-CACA Need 2 chaos emeralds to become Super Sonic (in addition to rings) 60B ALZT-CACN 61 ARZT-CACA Need 3 chaos emeralds to become Super Sonic (in addition to rings) 61B ARZT-CACN 62 AWZT-CACA Need 4 chaos emeralds to become Super Sonic (in addition to rings) 62B AWZT-CACN 63 A0ZT-CACA Need 5 chaos emeralds to become Super Sonic (in addition to rings) 63B A0ZT-CACN 64 A4ZT-CACA Need 6 chaos emeralds to become Super Sonic (in addition to rings) 64 A4ZT-CACN 65 AGZT-CACJ +AGZT-CACY + K4ZT-CA92 Need 1 ring to become Super Sonic (in addition to chaos emeralds), don't lose rings with time 65 K4ZT-CA9N 66 A0ZT-CACJ Need 5 rings to become Super Sonic (in addition to chaos emeralds) 66B A0ZT-CACY 67 BLZT-CACJ Need 10 rings to become Super Sonic (in addition to chaos emeralds) 67B BLZT-CACY 68 DGZT-CACJ Need 25 rings to become Super Sonic (in addition to chaos emeralds) 68B DGZT-CACY 69 FCZT-CACJ Need 40 rings to become Super Sonic (in addition to chaos emeralds) 69B FCZT-CACY 70 K4ZT-CA9N Super Sonic doesn't lose rings with time 70B K4ZT-CA92 71 RE8A-A60W Level select menu--at title screen, hold down A while pressing start 71B RE8A-A60G 72 2VAT-BCRN Start most levels with some rings--1- player game only (number of rings varies with stage, and you can still lose rings) 72B 2VAT-BCRA Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Sonic the Hedgehog 2 and related names are trademarks of SEGA. Team USA Basketball (tm) Game OK, sports fans. Line up to play with the Olympic dream team in a realistic game of hoops against their world-class opponents. Normally, international rules apply, but with the Game Genie (tm) you can break the rules. Get a head start against the tough computer or a human opponent with DREAM Code 6, and stop the shot clock with Code 12. If you're an expert, give your opponent a 25-point spot and play the game without any timeouts with Codes 11 and 21. DREAM CODE KEY IN . . . EFFECT . . . 1 R19T-860T MASTER CODE--MUST BE ENTERED 2 AYCA-AAHY Player 1 starts with 5 points 3 BJCA-AAHY Player 1 starts with 10 points 4 B6CA-AAHY Player 1 starts with 15 points 5 CTCA-AAHY Player 1 starts with 20 points 6 DECA-AAHY Player 1 starts with 25 points 7 AYCA-AAH6 Player 2 starts with 5 points 8 BJCA-AAH6 Player 2 starts with 10 points 9 B6CA-AAH6 Player 2 starts with 15 points 10 CTCA-AAH6 Player 2 starts with 20 points 11 DECA-AAH6 Player 2 starts with 25 points 12 ATHA-AA2L Stop shot clock 13 AKTT-AAFG Free throws worth 2 14 AVTT-AAFG Free throws worth 4 15 AZTT-AAFG Free throws worth 5 16 BKTT-AAFG Free throws worth 10 17 AKTT-AAF0 Baskets worth 3 18 AZTT-AAF0 Baskets worth 5 19 AZVA-AAAW 3-point baskets worth 5 20 BKVA-AAAW 3-point baskets worth 10 21 AA8T-CABE Player 1 starts with 0 timeouts 22 AE8T-CABE Player 1 starts with 1 timeouts 23 AN8T-CABE Player 1 starts with 3 timeouts 24 AT8T-CABE Player 1 starts with 4 timeouts 25 AA8T-CABN Player 2 starts with 0 timeouts 26 AE8T-CABN Player 2 starts with 1 timeouts 27 AN8T-CABN Player 2 starts with 3 timeouts 28 AT8T-CABN Player 2 starts with 4 timeouts Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). USA Basketball is a trademark of USA Basketball. Game Genie is a trademark of Lewis Galoob Toys, Inc. The Terminator (tm) Game Help Kyle Reese in his battle with the unpleasant cyborg from the future. TERM Code 1 may allow Kyle to be trapped, so be quick and switch off effects to free him. TERM CODE KEY IN . . . EFFECT . . . 1 R03A-861A Protection--some things can still kill you FOR CODES 2 THRU 6, SOME TIME BOMBS MAY DO NO DAMAGE 2 AW9T-8A78 Infinite time bombs once at least one is awarded 3 AG2A-8AG0 Time bombs awarded 1 at a time, maximum 9 allowed 4 AL2A-8AG0 Time bombs awarded 2 at a time,maximum 9 allowed 5 A02A-8AG0 Time bombs awarded 5 at a time, maximum 9 allowed 6 BL2A-8AG0 Time bombs awarded 9 at a time, maximum 9 allowed 7 BC2A-8AH2 Energy capsules worth 1/2 normal (1 unit) 8 EC2A-8AH2 Energy capsules worth 2x normal (4 units) Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). The Terminator and related name are trademarks of Cinema '84. Toki: Going Ape Spit (tm) Game Don't let Dr. Stark get away with making a monkey out of you! Use these Game Genie codes to streak through his palace and rescue your girl! Wanda would want ya to win her with APE Code 1 for infinite lives, Code 9 to keep your shots regardless of the timer, and Code 36 to kill the palace guards with no shots. APE CODE KEY IN . . . EFFECT . . . 1 ATWT-CA88 Infinite lives 2 BC3T-AA4T Infinite credits 3 AW4T-AA72 Infinite time to decide if you want to continue 4 AATT-CA44 Infinite time to complete each round 5 9TST-DGJE + MEST-CRAG 8 minutes to complete round 6 9TST-DGJE + MEST-CLAG 6 minutes to complete round 7 9TST-DGJE + MEST-CGAG 4 minutes to complete round 8 A2VT-CA74 Never lose extra energy spitballs on dying 9 AATT-CAGA Never lose extra energy spitballs when time runs out NOTE: CODES 10 THRU 19 DO NOT WORK FOR GRAPES 10 E11A-CCD6 Extra life for every piece of food 11 E11A-DAD6 Extra life for every 10 pieces of food 12 E11A-CAM6 Extra life for every 20 pieces of food 13 E11A-DAM6 Extra life for every 30 pieces of food 14 E11A-CAX6 Extra life for every 40 pieces of food 15 E11A-CA56 Extra life for every 60 pieces of food 16 E11A-DA56 Extra life for every 70 pieces of food 17 E11A-CBD6 Extra life for every 80 pieces of food 18 E11A-DBD6 Extra life for every 90 pieces of food 19 E11A-DXD6 Extra life for every 99 pieces of food 20 CCVT-AA90 Never lose shoes due to time (but still lose them on dying or advancing to next stage) 21 ACWA-ABFN Shoes last 32x normal time 22 ACWA-AAZN Shoes last 16x normal time 23 ACWA-AAPN Shoes last 8x normal time 24 ACWA-BAFN Shoes last 4x normal time 25 ACWA-ATFN Shoes last 2x normal time 26 ACWA-AEFN Shoes last 1/2x normal time 27 ACWA-ACFN Shoes last 1/4x normal time 28 BLVT-AA72 Never lose invincibility due to time (but still lose it on advancing to next stage) 29 ACWA-ABF8 Invincibility lasts 32x normal time 30 ACWA-AAZ8 Invincibility lasts 16x normal time 31 ACWA-AAP8 Invincibility lasts 8x normal time 32 ACWA-BAF8 Invincibility lasts 4x normal time 33 ACWA-ATF8 Invincibility lasts 2x normal time 34 ACWA-AEF8 Invincibility lasts 1/2x normal time 35 ACWA-ACF8 Invincibility lasts 1/4x normal time NOTE: CODES 36 THRU 44 DO NOT WORK FOR THE FIRST PALACE GUARD (STARK'S MACHINE) 36 AL7A-CA58 Palace guards are automatically defeated 37 AL7A-CA58 + AG7A-DE56 Takes 1 shot to kill palace guards 38 AL7A-CA58 + A07A-DE56 Takes 5 shots to kill palace guards 39 AL7A-CA58 + CC7A-DE56 Takes 10 shots to kill palace guards 40 AL7A-CA58 + EC7A-DE56 Takes 20 shots to kill palace guards 41 AL7A-CA58 + GC7A-DE56 Takes 30 shots to kill palace guards K 42 AL7A-CA58 + LC7A-DE56 Takes 50 shots to kill palace guards 43 AL7A-CA58 + RC7A-DE56 Takes 70 shots to kill palace guards 44 AL7A-CA58 + XG7A-DE56 Takes 99 shots to kill palace guards Remember, you can pick 'n mix your codes! You can enter up to FIVE codes at a time (but some effects require more than one code). Toki: Going Ape Spit (tm) and related names are trademarks of SEGA. Two Crude Dudes (tm) Game 2-player simultaneous action and great graphics contribute to this all-around fun fighting game. CRUDE CODE KEY IN . . . EFFECT . . . 1 BEBA-AAFT Start with 9 lives--each player 2 BEBA-AAFJ Start with 9 continues 3 AJ0A-AABG Start on level 2 4 AN0A-AABG Start on level 3 5 AT0A-AABG Start on level 4 6 AY0A-AABG Start on level 5, first part 7 A20A-AABG Start on level 5, second part 8 AWYT-AA22 Most enemies do not hurt Two Crude Dudes and related names are trademarks of Data East USA, Inc. X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X