Rolo to the Rescue(Genesis) FAQ version 1.0.0 by Andrew Schultz schultza@earthlink.net Please do not reproduce this FAQ for profit without my prior consent. However, if you write a polite e-mail to me referring to me(and this FAQ) by name, then I will probably say OK. But if I ignore you that means no--and I am bad about answering e-mail. Sorry. ================================ OUTLINE 1. INTRODUCTION 1-1. ABOUT THE GAME 1-2. IN-FAQ TERMINOLOGY 2. CONTROLS 2-1. AMONG LEVELS 2-2. ROLO 2-3. THE OTHER ANIMALS 3. SCORING 4. ENEMIES 5. OBSTACLES AND LANDMARKS 6. THE BIG MAP 7. WALKTHROUGH 8. VERSIONS 9. CREDITS ================================ 1. INTRODUCTION 1-1. ABOUT THE GAME Rolo to the Rescue is a cute little game where you rescue various animals from entrapment along the way to defeating the ringmaster. You bounce on some tramp looking fellow McSmiley to get the key first. Once you've got your friends, they can be lost if you make too tricky a jump unless you put them on your back. You can even make new friends(species,) but the key to solving the game completely is to find secret map pieces that often open up lucrative bonus areas as well. Some of the later levels seem a bit dead as you seem to use your friends for fewer and fewer puzzles, but until then Rolo to the Rescue is a great challenge although perhaps with Rolo's tendency to slide all over the place too hard for the age group it's intended for. Plus there's no save feature. 1-2. IN-FAQ TERMINOLOGY "run" vs. "go"--I'll try to make "run" mean hitting A and running and it'll be in CAPS a lot. But I may slip. Generally running is for long gaps. **when you've been hit you flash and anything you touch while jumping is destroyed. ** the guy on the bottom is always given the boot You'll have to look at the FAQ to see what is which number. But once you do you can search for ##L1-a : level # 1(forest) walkthroughs, location a ##S1-a : level # 1(forest) secrets/side quests, location a You'll need to look at the map for a clearer explanation of what is where. 2. CONTROLS 2-1. AMONG LEVELS When Rolo is on the map, you can push him in the direction of a path. If there's nothing there or you haven't unlocked it yet, Rolo will turn back. If you notice that a path leads off the puzzle you've made so far, that's a sign you didn't unlock all map pieces in an area nearby. A paw print signifies Rolo has completed the level, and he can move around in any order. In fact he can replay most levels with point- bonuses intact. Bonus levels, where Rolo has no risk of losing, are the exception. It seems based on if there are friends to rescue there or not. 2-2. ROLO Rolo doesn't have any special abilities other than to be able to get animals to join him. He can stack pals on top of him(start button and select the right option) and lead them although you have to wait a bit for that. If they're not stacked on him, they may fall in the water or off a tall tree branch trying to follow him. They can also get clotheslined by narrow caves, but that doesn't hurt them. Rolo ditches the last animal in his queue to pick up someone else if you already have three animals and find a fourth. This isn't always a big issue, though. If it starts off as a problem, you can just go through the level, return, and pick up the specific friend you need to try again in a lower risk environment. If Rolo has all the animals on his back, he dies if he touches anything lethal. Otherwise one animal leaves if Rolo slips. However falling in the water overrules all this--everyone loses a chance then. Rolo also has power-ups. A lemonade glass allows him three shots(C,) a vacuum cleaner allows him to suck a porcupine or rock into his trunk, and a washing machine shrinks him. There's also helium--if a friend find it, Rolo gets inflated and flies around. A shield icon also gives Rolo a helmet that renders him invulnerable although a hit still causes him to bounce up in the air. One awkward thing about controlling Rolo is how he slides after a jump or a run. Usually you can take care of this by having him bounce a lot, unless he's on a moving platform. Rolo can run fast if you hold down the A key. It helps him jump a bit farther, too. If Rolo is hit and a friend goes away, he will be invincible for a while, and you can run at enemies. In fact if you jump while near an enemy, the game sees you've hit them and they're not vulnerable, so they get killed. 2-3. THE OTHER ANIMALS Only Rolo can lead his friends or open cages with a key, but his friends each have abilities that help him get through the game. They all can jump like he can except the rabbit, who's better at that. If Rolo gets too far away, animals you've rescued and left around will disappear. You also may not want certain animals at certain times as if Rolo has three companions he can't carry any more, and the wrong one may leave to make room for the new one. Fortunately you can go through a completed level again and pick off the friends you want rather easily. --the RABBIT is best used for huge jumps. These have good and bad points--they're not very safe if you're near water, but they can help you reach some very nice treasure otherwise. He jumps like Rolo, with B. --the SQUIRREL can climb up walls(hold C and hit B repeatedly) until he reaches the end or a ceiling. He can fall off a wall to get something or jump onto a ledge when a cliff ends. --the MOLE can dig through certain ground if you hold C although he takes a while. This ground is usually at a cliff side and lighter than the rest. --the BEAVER can enter water safely. Often he'll bring back a raft for his friends or reach treasure. --there's also a small friend you can rescue later on(no spoilers, it's fun to find out on your own.) Sort of like a reverse of the mouse and lion parable, this small friend managed to sneak into a crack that Rolo can't. Before then this small friend is a serious nuisance, though. 3. SCORING Scores are color coded. Most of the time you can jump to reach a number, and you get that number in points. You also get points for jumping on bad guys. Extra lives are shown as gold boxes. You also get an extra life for every 1000000 points. Points | Color -------+-------- 100 | red 200 | lt green 300 | dk green 400 | blue 500 | 600 | 700 | 800 | yellow 900 | frost white 1000 | red 2000 | 3000 | 4000 | blue 5000 | gold 6000 | brown 7000 | tan 8000 | gold 9000 | 10000 | red 25000 | green 50000 | 75000 | tan 100000 | red You'll get most of the scoring near the end of the level. Often you'll need to jump over, or avoid, the end-of-level map, or you'll need to use the rabbit to reach something hard to find, or a bouncy ball, or a combination. 4. ENEMIES An enemy is defined as something lethal to Rolo that looks vaguely alive. Bosses never gain you any points. Ground enemies get you 100, and air enemies and McSmiley get you 5000. McSmiley paces back and forth and I think I've even drilled him from behind, but jumping on him isn't hard. In fact all in all you'll lose more lives making bad jumps than getting killed by enemies. And sometimes enemies can help you with your ultimate objective: the bounce from jumping on one can get you to a platform you'd have missed otherwise. In the forest: Lumberjacks throw out what may be chainsaws or porcupine. Porcupines move back and forth and are lethal until you befriend them. You can jump on them four times to get rid of them, but you won't get points. Hmm. In the ruins: Green and yellow worms move slowly back and forth and are often covered by sand for a while. Wasps buzz on a level with Rolo's head back and forth rather quickly, not so easy to time to jump on, but you can duck. A shrunk Rolo can also avoid them. Swooping birds move in semicircular paths back and forth. Some do it continually but others only come down when you enter a certain zone. Jumping on them is a bit tricky but possible. From the ruins on you will also have to deal with jumping traps. Once Rolo is close they will lunge out at him, and you need to cut off your jump or turn around to avoid them. In town: Fire breathers stop and breathe fire which seems to walk down the stairs. Dive bombers swoop in and drop bombs at their lowest possible positions. Very hard to jump on but if you can shoot them you might as well try. Best avoided though. Snails can move back and forth or even up and down walls. Often they'll guard a wall and you'll need to clear them out before moving on. In the desert: Little walking bombs. They explode near Rolo although there are ways to avoid the three shots that spew: run away or tap to the side and duck, for instance. At the circus: Airplanes drop bombs that stay around a while and then explode. It's possible to jump on them(two hits) but easier to shoot them. Ghosts appear in dark areas and try to swoop down on you, often in groups. If you kill enough, you get a shield, which renders you invulnerable for many hits. There are plants that fire something up in the air. You can jump over them or shoot them. 5. OBSTACLES AND LANDMARKS In the forest: Often you'll have to jump on tree branches or (with the squirrel) cliff walls to get somewhere important. You also may find some hidden caves too--a cliff side is generally yellowish except when there's a passage there. Water is lethal, but you can jump over it or use a raft. You'll see two types of platform--a narrow one that looks like a sort of brown berry or a wide one. You may skid off the narrow one so you'll need to learn to aim for the near side especially as they start to move around more. Spikes also pop up here and later. They pulse quickly three times, wait, pulse once, wait, and repeat. You can gain access to a mine cart which may have to avoid stalactites(ducking) or pools(jump over them.) In the ruins: There are pedestals for Rolo to walk on. Some he can stand on and they sink to reveal a secret passage. Others he can shoot to reveal something. There are also lots of spiked pits. Pyramids have stairs but you may be able to walk through the sandy bits, which are very slippery. You also have granite blocks that cause a still Rolo to walk slowly, or he'll slide if he jumps. In town: There are doors. Jump on the knobs to enter buildings. Roofs also have several layers like the pyramids in the desert, which can hinder you in some jumps actually. There are also weird narrow platforms balanced on a stick and balconies. In the desert: You can jump on cactus branches but don't really need to. At the carnival: There are roller coasters to jump on. Jump off at the right time and Rolo will get to the next area. 6. THE BIG MAP Maps are not drawn to scale, but all the connections are right. The locations with branches ahead have hidden map pieces. To search for any location's walkthrough in this guide, hit ctrl-F and look for something in the form: ##L1-a : level # 1(forest) walkthroughs, location a ##S1-a : level # 1(forest) secrets/side quests, location a level 1 = forest(a-p locations) level 2 = ruins(a-p locations) level 3 = town(a-? locations) level 4 = desert(a-? locations) Levels 3 and 4 interlink as defined. *FOREST* k---j o p--TO DESERT | | | | | | | | | h---e---i n | | | | | | b---c---d---l | | | | | | | | | a g---f m *RUINS* TO-----a---b---c---d FOREST | | | | m k e---f | | | | | | | | | | | | l---j---h g | | | | | | | | | n---o p i *TOWN AND DESERT AND FAIR* TOWN | DESERT -----+------- FAIR | c---b---a---d-+-a---b j | | | | | | | | | | | | n e---f g-+-l c i | | | | | | | | | | | | | | | | | | m---l k---h | k---d---h | | | | | | | | | | | | o j---i | f---e---g | ----+---- | b---a f---g | | | | | | d---c---e---h MOON AREA to from l k | | b---a 7. WALKTHROUGH ##L1-a This is the first level and it's almost desultory. There's a huntsman with a chainsaw to jump on so don't run too fast to the right. After this you should continue right and just past the first tree whose branches you can jump on is the first McSmiley. Jump on him--steer in the air--and get 5000 points. Then jump up the left branch, right, and then left to release the rabbit if you want. He can help you get bonus points. Past this there is another huntsman to jump on and just past him is another rabbit. Open the cage door, and you'll get the next piece of the map. ##S1-a Once you get the rabbit, he can jump onto the tree branches. Doing so will net a lot of points and even an extra life if you go left far enough. To the right there are some 100-300 point bonuses. The second- last tree has 200+300 above, the last 100+200. There are 400's above the right tree in the slight valley. Above the far left tree there is a twinkle above the right branches. Jumping into it leads to a small room with eight each of 500 and 100 and 4 10000's. Jump around the twinkle with the rabbit, you can get an extra life. The rabbit can do this from the ground. ##L1-b Here there's water to the left down a hill, and if you slide right too fast, you'll hit the water or the McSmiley, and you'll lose a life. So be prepared to nudge left. Before the second short drop to the right, wait for McSmiley to come up the hill and jump on him. Be sure not to walk into the porcupines, and note that with the key you can move back and get the beaver. Change to him and dive into the water to the left for a vacuum and some points. You can hit the C-button before the second fall to suck in a porcupine. That will make it easier to jump across and take care of the huntsmen to the right of the water, but it's possible to bounce on them serially. Before them, there's a rabbit. Past them, you will find a squirrel. To get a piece of the map, stand a rabbit on the right of the two larger stumps, jump and hold right. It's not necessary, though, as it just opens up a path you'll get to later anyway. ##S1-b There are points above the trees if you use the rabbit. I don't know how to get the top vacuum cleaner unless you have the rabbit drop in the water. You only need one, though. 500's are above the water to the left. Have the beaver jump while going down the hill. Some 700's are there too. But the big one--have the squirrel climb all the way up the right wall past the exit. Hold C, keep pressing B, and start holding right at the top while still jumping. He'll go through the wall and start running. Then he'll drop down a brick chute at the right. 6 25k + 13 5k. Access the map to leave. ##L1-c Run don't walk down the hill. That will ensure Rolo falls onto the path below and not the water. You can also go slowly down the hill and jump onto the mid-air island. Jump over the mushroom for now and run right. There will be three porcupines and you may have to bounce off them to get to McSmiley. You may not be able to see them as you start on the way down after hitting McSmiley so be prepared to push left or right quickly. Jump on the tree to the left's lower branch and then to the top to get the rabbit. You can just exit the level now, but to get the extra level piece, isolate the rabbit and go back up to the top. On the slope up I'm not sure how to get the extra lives, but off to the left there's a piece of map as you jump that will unlock the path north. ##S1-c You can also just go left and fall off the tree to get back to the map but there may be some more treasures to get. To do so, isolate the rabbit and jump over the mushroom(it's tough for Rolo to jump over it without going back to the map.) There's 2000 points behind there, and inside the mushroom you can pick up a whole bundle, too. Above the waterfalls there are: 3 1000's 1000, extra life, 1000 1000, 5000, 1000 1000, map, 1000 ##L1-d There are four friends at the top. To get to them, you need to get the key first. Jumping across the water is the tough part as there's a steep hill, so hold right after you jump. At the midpoint of the plateau the McSmiley should come after you. Jump on him. Now you'll need to get a beaver to get past the next part. The squirrel isn't that important so get him first as when you release all the other animals he'll be gone. Jump on the tree on the slope just right of the water and from the bottom right, jump to the left branch. Then jump left over the water onto another tree. Left jumping will get you to a plateau where four friends are changed up. rabbit -------- beaver mole -------- beaver Get the rabbit last and don't get the beaver first. You can use the rabbit to jump up from the tree on the down-right slope to the ledge high above. There will be three waterfalls to jump over. The main problem may be not to jump too far. There'll be a map piece at the end. Then you need to jump across the waterfalls at the bottom--walk right from the tree. Jump right at the edge and hold right down. The third jump is a bit longer, and there'll be a raft waiting for you. It will go back and forth automatically and another quick jump should get you across. But if not, you can wait to jump when the raft returns. Now go to the right edge of the platform. Select the beaver and drop him in the water. Have him jump on the raft and then off once it's at the left. Rejoin everybody(select Rolo, not Rolo + animals.) Jump on the raft and jump off at the right edge. It's a straight shot to the end of the level. ##S1-d I found also that the raft on the far right leads you into the clouds after a long trip--you can just fall or jump off the top area to the right before completing the level. If you choose to go along the top here with the rabbit, remember 3rd waterfall is longer to jump past than the 1st 2. First: 3 1000's Second: 2 1000's + extra life Third: 2 1000's + 25000? Fourth: 2 1000's + map piece ##L1-e Six mushrooms, six things to do, one best order. I go from left to right: 1. bouncy rock, 3x1000 2. ledge, 3 500's + hunter guarding vacuum on top 3. man with chainsaw, steps down, 3 men in a row(bounce serially,) squirrel at the end 4. 2 ledges, mole at right edge out of jumping reach 5. McSmiley 6. map piece The order here is 5(get McSmiley,) 3(get the squirrel,) 2(use the squirrel to climb and get vacuum,) 1 and let Rolo suck the bouncy rock in, 4 and shoot the bouncy rock when on the second ledge(here you may need to time a jump right perfectly to get there, then jump on the rock and veer right to release the mole,) and then 6 and let the squirrel climb the right wall and drop left for a map piece. Now the squirrel can climb the right wall and drop a bit right. He can then do left jumps across the small platforms until he gets to the map piece at the far left. Just drop and jump back right. Now the mole can dig right, and once you pick up the second mole the whole menagerie can exit. ##S1-e The treasure right of the map sign is 100-600. I can't seem to reach the 700, but it doesn't worry me. ##L1-f The first McSmiley is past the tree. He'll jump down off the raft, and you'll want to wait 'til then to jump on him. Then unlock the rabbits. Here's where it gets tricky. You'll want to move Rolo to the right edge(or the raft you come back for him with will disappear later) use the rabbit to jump on the raft and have him jump and push right. You should land on the platform high in the air and once you do, jump immediately or he may run off into the water and die. It's a control bug--in fact a lot of places here you'll need to go back to the map and return if you goof up. Fortunately there's not much else risky to do in this level. The platform will now start to sink. Let it. Wait until you're near the water(i.e. can see Rolo off to the side) and jump back up, tending right. After the second platform falls they shouldn't sink into the water, and it's easier to get the right location when you've dropped down a bit because you can see where you're descending and can make a quick adjustment more accurately. Eventually when you go down you'll see a rabbit in a cage right next to you. There'll be a raft under you, so drop right and go back left to where Rolo is. Pick Rolo up and go back right. Here you can use a rabbit again to jump straight up and bring a platform down and continue the trek. But you can switch to Rolo for standard quick jumps or use the rabbits as before. In any case you'll need to switch to Rolo for the final jump from the platform to the wide ledge as eventually there'll be a huge cliff to the right. You won't need the rabbits any more, so just pick up everyone else. Drop left. Use the mole to dig to the right(hold C for several seconds.) Don't let Rolo follow through yet; instead, use the Mole to jump and get all the points(105600.) Then you can exit. ##S1-f Nothing here really. All the good stuff's in G. ##L1-g Just keep jumping until you get to the top. How you jump determines your rewards. You can only go through once but any way you go, you'll get a lot of points. There's no map piece here as it's a dead end on the map, but it gets you more points and chances. ##S1-g 125000 + exit [open space] | 75000 | 165000 | 200 4x25000 | 3x + + | | + + | + | | | + | | + | 100000 | You can jump not QUITE all the way up to get the 100000. This allows you to see what's to the left--the first extra life Then you just need to jump up that way for the couple of extra lives. Once you get the big points on the two ledges go to the center. Then jump to the top and clear the left before going right to the level exit. ##L1-i This is a bonus round where gifts are thrown up into the air. Once Rolo misses three before they land, the big box above disappears. You should walk around to pick up any stray points before leaving(start button, etc.--there's no manual way out.) You can only go through this once. ##S1-i The more times you catch a box, the more points you get. ##L1-i Getting to the map piece requires you to go along the platforms and not fall off. You'll probably have to reset to the map and retry a lot, but there's no real risk until the last bit. You can just barely make it across the first gap jumping with a running start, but you might as well try to run to make sure. After you've made it across, jump in the air-- not to get across another gap but to get onto the stump that's probably to your left. It may take a few bounces. To get past the next gap, tap left from the stump and when you fall off push right and jump. The timing here is tricky but your momentum should carry you to the next plateau. Eventually you'll see a map piece off to the right. This is tricky because there's water underneath. So run right as before, jump in the air, and push left immediately once you get the map piece. ##S1-i You get everything along the way as you can jump from the trunk and go right in the air and quickly go back left--you may want to jump immediately on hitting the ground just to be sure. 1st plateau: nothing 2nd plateau: 50000 3rd plateau: 75000 4th plateau: extra life 5th plateau: map piece ##L1-j The first jump to make is onto a platform that goes in a smiley face pattern. You want to jump on it as it starts the upswing and there's no hard and fast way. Across the next area there's McSmiley. Jump on him and then go back to release your first friend. You won't need their special abilities so don't worry if he gets lost as you jump back over. In fact there are some amusing jumps for your sidekicks as you leave/get on a platform. Past the second smiley platform you'll have two porcupines. Jumping down is a bit of a risk as you may land next to a porcupine. It's best to try to steer to bounce either squarely on them or well away. Most of the time if you hold down the jump button you'll be safe. Your friend acts as insurance against losing a life outright and once the porcupines are out of commission(four hits each,) jump on the smiley-path platform. You'll drop off by three porcupines and again the first jump is the toughest. Smiley face platform, two sinking platforms(jump straight up to wait) and then a smiley face before the last sinker. This jump is tough--nudge Rolo about two body lengths over. Then you will rescue two moles before the next lake. There are five islands total. Straight shot to rescue the squirrel, rabbit, and three moles. ##S1-j Don't believe there's any treasure but a jumping rabbit might reveal something. It's too far back across the island for me to check without getting very mad. ##L1-k Bringing the porcupine back to its mother makes porcupines friendly the rest of the way. There's nothing like a trick to jump left to bounce on the porcupine and get to the big points and extra lives so you are just stuck with feeling touched as the baby porcupine bounces up and down. You can get the vacuum cleaner by the level exit and suck the one that's wandering into your snout. Then shoot it back at the mother, and she'll no longer be lethal. Porcupines on other levels will have frozen. ##S1-k No treasure, only the warmth in your heart from having done well. ##L1-l Terminology here: two trees and R-R = right tree right branch, L-L = left tree left branch, etc. Get on the platform to the left, the one you can reach. It will carry to the right. Then jump right and go past the cage--there's a cave there. McSmiley is in there along with 5500 bonus points. Rescue the squirrel and start jumping around. If you're unlucky the squirrel will fall as he follows you up the tree, so put him on your back as you go around. Jump left from the platform to L-R, then to R-L and up. Up to L-L, up, up to L-R, up, to R-L(trust me, the branch is there,) up to R-R, up to R-L, up 3 times. Left to L-R. L-L, up, L-R. Then over to R-L and up. R- R, up, up, R-L, up. Left to L-R. Up to L-L. Up, up to L-R, up. Rolo has reached an impasse, so switch to the squirrel. Let him jump to the left(the less he falls, the more time saved) and two jumps right should get you near the platform that descends. If you happen to fall off then then climb all the way up the right wall(C, hold B.) Jump to R-R and then R-L. Jump left onto the platform, and when it reaches the bottom you should see Rolo. Join up with him. Once Rolo's at the top, three jumps left and up lead you to the first friend to release. Six jumps right will get you to the rabbit. Now fall down. You're almost there. At the very bottom jump onto the moving platform and then up/left. There's a cave over there. It contains 19 1000's and 1 25000. But only your rabbit can get to it all. Once he has, you can exit the level--drop and go left. ##S1-l The extra treasures--the 900's on the ledge--aren't worth it. You have to fall and climb back up, and you'll be doing enough of that anyway. ##L1-m I'm not sure what to do here--you are allowed to break open three packages of the nine but you may want to remember what appears in each square and pick one with a different item above it for each bash. Go back to the map once you're done. ##S1-m Nothing to do really but get treasure. ##L1-n There are two spikes that go up and down that can kill Rolo but there's plenty of space for him to jump over them. You'll run past an imprisoned mole and will need to jump on the platform(some parts of this level, if you miss you may get trapped and have to go back to the map and return.) If you miss you may want to reset too as you'll be in crowded quarters to get back. After six spikes(the distances are a bit close here but thankfully Rolo's tail can touch the spikes without harm) there's another platform, and the next ledge holds McSmiley, who hasn't gotten any tougher to beat. Now you can jump back left over the spikes, get the mole, and drop down. Now if you've managed to bring the porcupine back to its parent in another scene, the others will be friendly to you. You can collect them but be sure not to get rid of the mole in the process. He's needed to dig to the left. Use him to get the points(7*500+6*1000) and then dig some more. There's a washing machine behind. If you don't wish to brave the narrow tunnel far to the right then just go back to the map, rescue the final squirrel, and leave. Later you can just plow through again with Rolo jumping carefully over th level-end marker, entering the washing machine, and going right. It'll be tough to jump over unfriendly porcupines with a smaller Rolo but you should be able to make it ##S1-n [mine cart, etc. Later.] ##L1-o The jumps here are really tricky. There will be four at first where you need to judge things right. The first may be the toughest. For the others you can let the platform sink and then hold the jump button down. This will give you the maximum time for adjustment, and you'll be able to see where you're jumping. It'll also give you a chance for the two 8000 bonuses. On the third sinking platform you need to jump right onto a moving one. Jump up into the air until you see the platform jumping at you then jump on it. Now when you reach the right side of your journey jump up and move right one body length. You'll land on another sinking platform. Then jump up to wait and jump right as before. Now when Rolo is just to the left of the blue numbers, give a full leap right and stop going right just before you land. Execute the next run-and-jump when you're under the first yellow score. This all is tricky as Rolo can easily slide off the platform onto the water, and you can't jump to stabilize on a running platform. You'll have a tricky jump onto the island below. Fortunately those bonus points can act as guides. Stop Rolo once he's right of the 8000. You'll get 9000, 10000, 25000, 50000, and 75000. Then near the end you have a lot of goodies that make your struggles worthwhile. I found after playing this level through a few times I could net a good deal. ##S1-o The toughest point-values to reach are actually the least in value-- the ones in the air. You have to be very good indeed to pick them off, judging in-flight momentum vs. the moving platform under you. The other items you should be able to get by jumping just before your platform sinks. Near the end area, you just need to concern yourself with not falling onto the sign before you collect all the bonuses. Note that one of the extra-guy boxes(center) actually nets you a couple of them. 3x100000+4x25000 points overall. ##L1-p The next boss is a bit confusing until you figure out what to do. Although it seems you can cheat by jumping directly on his head while you're still flashing and getting a few hits in, they actually all only count for one. The good news is--he only takes four hits to kill anyway. The best way to do this is to stand under the red door and jump up in the air as he releases the weights. Then once you begin to bounce, move right. Hold the jump right and you'll land on top. He'll flash. Move out of the way quickly back as you were. After four such hits he'll self destruct like some big bomber ship, and you can access the level end. On to the ruins. ##S1-p No treasure. You don't even get points for the boss. You just get to see the next part of the game. ##L2-a Here you want to watch it when going down the first sand dune or you'll run into a caterpillar and die. Do the bouncy trick to guide where you want to go. Even if you bounce between them, they're so slow you'll have time to adjust. On top of the second hill after that you can jump right for your first glass of lemonade. McSmiley and a bunch more worms are in the way, and you can get used to pushing C to use the lemonade to get through a bit more quickly although you'll also need to jump on a few--but they're easier than the porcupines. Near the end are four squirrels. ##S2-a This is a very linear level, so there's no real treasure. ##L2-b Watch out for the bee coming from the right. He's pretty quick but for the first time in the game, ducking is useful here. After three wasps there will be a green and yellow worm(the object in the background is something you can jump on, which may psyche you out when you don't smash the worm.) Now here's where there is a bit of an odd part. There are half- pyramids with stairs. Worms will go between the stairs and so they're tough to jump on. You can actually run between the stairs too but traction is even worse. You can also jump up to get any captured friends, but wasps seem to like to hide to the right waiting particularly for a slip-sliding elephant. The worms are annoying since they're largely protected, but if you stay on the bottom after clearing friends out from each area you should be OK. There's a wasp between the first(get the beaver) and second mounds and you can duck under the worm at the second mound. Getting the vacuum cleaner allows you to get one of the dark brown round stones. Past the second mound, another wasp. The third mound has a prisoner and a worm too. You can run under again. It looks odd when you pick up the second beaver--he's following oddly until you drop to ground level, but don't worry. That's temporary. The fourth mound is between two pillars. Then there's a squirrel and beaver before a huge stairway. There are three beavers in all this mess but watch out for the worms as they're largely invincible unless you have patience. Three squirrels follow on the way down but at the top you can stop for four 8000 pointers. The last squirrel is by the map exit. ##S2-b Not sure how to get the 25000 at the top of the big pyramid. Maybe have the squirrel climb? There's no rabbit to jump. ##L2-c Jump onto the first pedestal at the far left. Then two jumps up, and you'll notice the ledges to the left that are floating in space. You can run left(you must be holding A down) and jump onto one, then place Rolo out a bit and jump right, swerving back left to the upper of the two. There's another ledge above, so repeat. Then you can jump right. Getting in the washing machine means Rolo is less vulnerable to those annoying wasps. He can just run by them without ducking. It doesn't help him sneak anywhere into a hidden area, though. However, one conveience is that from the washing machine platform, a running jump while holding right will make you bounce on McSmiley. From there get on the pedestal to the left of the swooping bird and then jump up/left and up/right and then above to the next platform. Jump across a small gap to the right to a platform where there are two wasps. There's a small platform above the second with lemonade. Get it and you can skip the next part if you don't want to get all the map pieces. ** Jump up/left onto the next platform. Now you'll want to jump on the right wasp. Hold the jump button as you do and maneuver Rolo so he gets the map piece above it. Bashing one of the wasps is the only way to do so(you can stand at the right edge of the other's path and go hard right,) so if you want to get through all scenes and have a slip up here you'll need to start over. ** Jump right on the top platforms and you'll start finding your friends: three moles at the very top. You can actually leave now if you want, but you can rescue everyone else by running left. #L2-d Another level with a three by three grid of presents. Enjoy, and hope you don't get socks. #L2-e The porcupines should be friendly if you went into the upper part of the first level. However, if not, they'll be tough to avoid. Here you need to jump exactly to get onto some platforms, swerving at the exact right times. Also Rolo's feet will appear to be sunk into the platforms so you need to jump up a bit again. Jump up and then veer left to get on the first platform, and up/right to knock out McSmiley. Then drop down for the squirrel and jump back up/left. You'll also need a porcupine later this level to complete the map. As before you need to jump to the left onto the isolated ledge and then jump starting right and coming back left, from the edge. Jump left onto a moving platform and then jump onto the long platform which will turn out to span the center of the level. Just fall to the right. If you're worried about your hedgehog disappearing you can always just get through the level once and on the retry just use a hedgehog and a squirrel to get a map piece. In fact I prefer this and for practical not humanitarian reasons(you see, you can just dump your more disposable friends into a spiked pit to do it all in one go.) There are two squirrels and a mole, in order, as you go to the left, and all you'll strictly need is a squirrel. Drop left but stay against the wall. Then drop down the stairs slowly and jump full throttle right--no need(or space) to run but you'll need to hold right and jump down. Have a squirrel climb the left wall and get to the helium. Then go back to Rolo and have him go up the left wall. If you must, carry all friends on his back, but note if you barge into the left wall they'll fall and probably get lost. Note: helium is tricky and note if you float to the top(Rolo floats by default) and move back down, the background won't seem to change. Don't worry--you're still moving. Rolo can go in the enclosure to the left and rescue the friend he couldn't before. Straight right, you have another mole, although you'll probably need to move down a bit. You'll also see the narrow passage where you need to take a hedgehog. Get another friend from there and then go out of the pit. Two platforms up, there's a squirrel in a cage to the right. Get him and get out. Now if you just rescued friends the first time around and want the map piece, they'll be waiting now. Return from the map, get a squirrel and drop down to get the helium. Then go get a hedgehog and navigate the narrow passage carefully--or the hedgehog may fall off and be lost. Remember there are two hedgehogs so you can go back and try again. Then the hedgehog will be able to explore the whole right area and get a map piece. You can abort the level right there and return to the main map. #S2-e There's treasure directly above the pit off an island. You'll have to weave around it to get there. 25000 + 5 * 1000. You get 3000+4000+5000+6000+10000's and extra lives by the map piece. #L2-f McSmiley is off to the left. You'll need to go up the hill, jump on him, and then jump onto the swinging platform. If you miss at first, reset and try again. It's very low-risk. Once on the swinging platform, jump up/right to get the lemonade. It makes the rest of the level a breeze. You can duck under the cacti(get next to them and run as they go up) or jump slightly and shoot them. Get under the squirrel, jump for it and jump left to avoid the trap that will jump at you if you get too close. Next you have three cacti to shoot/go under and then there's a squirrel to the right of the trap. Also beware of something shooting at you from the right. You'll see the bullets before you can shoot it. Losing a guy here isn't all bad if you run to the right and then nail the shooter. Towards the end you don't want to go up the stairs. Just sneak under the traps and then jump up to get the extra life. Stay on the far right, jump to the top, get the final friend, and walk to the sign. Don't worry about getting hit once--you should still have backup. #S2-f [hidden treasure below the sign, just don't jump up the stairs] #L2-g There are three such platform combos, then you get to jump on McSmiley and get an extra life. Then go back to the granite block and jump onto the third swinging platform, moving to the center. Run left when at the bottom. Jump up/left. Then take a blind long jump off the left side and when you hit the granite, jump immediately to avoid skidding. Jump onto the next platform and left to solid ground. Then take a running jump onto the next granite block. From the next swinging block, make a running jump onto the platform above--be sure to start later than usual--and then you can release your friend the rabbit. Now you can have him jump around and clear everything before rejoining Rolo and dropping and getting the final rabbit. But you'll still need to get back on the swinging platform and running-jump left to get to the sign and level exit. #L2-h Another level best totally completed in two parts. The surface is useless except to prepare for a fight with traps. Using rocks on them doesn't really work, although you can get behind them if you jump right to get rocks. Run right and drop right twice. Go left to get the vacuum cleaner. Drop off to the right and then go up the stairs and jump straight up-- move right in the air to bounce on McSmiley. Get the vacuums if you want but the main thing is to get the three rabbits. You can now leave and go south to fight the boss, but you can get a map piece too. #S2-h The only place you can get treasure from is to the right of the pit where you fell--you need a rabbit to jump up to it. This is a two-part process. Rolo can get some points first time through before he drops. Just have him jump over the spikes at the right and back. But you need the rabbits to get the map piece. Have Rolo drop down to the bottom. He then has six pits to jump over-- holding jump all the way forces you to anticipate where you'll land but you should get the hang of it. On the left side, you'll face a trap. The right way to do this is jump left and then quickly right so it jumps over you. I generally start at a too-safe distance and move in a half- brick at a time, swerving back at the apex of my jump. If you bring an extra rabbit along I suppose you can just let the trap hit Rolo, but you'll need to keep a rabbit in reserve for the big jump. Beyond the jumping trap, you have an extra life over a block. Now let Rolo jump on the block. Breathe easy as the trap will just miss him on the jump back. Here you can let a rabbit jump up for points on the left if it comes back around, but first I'd let Rolo get off left of the map and let a rabbit bounce on the moving platform and up/right back up how Rolo fell down. A swerving jump right/left should then get the map piece but in fact even if you die on the way down it's no problem; Rolo's near the exit, and you can just leave with the result you want. Note if the rabbit tries to come back down, the block will have disappeared. #L2-i #S2-i This is a bonus level where you drop down shafts and take whatever falls your way. Don't move around too much once you fall or you'll miss your reward. The right way can get you a lot of good stuff. 100 100 100k 100 100k 100 LIFE 100 100K 100 100 100 LIFE 100 100 100K LIFE 100 100 100K 100 LIFE 100 [exits] The pattern: center left left right right left center left. #L2-j Jump on the three bouncing cacti as you're on the way down. If you're really skilled you can hit all three before touching the ground again! Walk up the pyramid and step on the left block. It will sink revealing a passage to 2x10000 + an extra life. Too bad the right one isn't as easy! Jump over the spiked pit to the right(be careful as you descend!) McSmiley is past so jump on him. Now you'll encounter green granite blocks which you slide on after you jump(so jump quickly if you're in a tight spot once you land) and are tough to run fast on. Jump up/right and dispose of the bouncing cactus. Then move left if you have to to get a running start right. You will need to jump up/right again and might even be able to jump while sliding to make it to the top. There's a cactus below to the right--deal with him as you wish. Inch off to the right as you see the edge of this platform. You'll drop down two platforms, past where you want to get. From here you'll need to jump up and quickly go left. Then run left so that you fall onto the ledge above the vacuum cleaner. Go left but don't rush as you need to fall down and go right. Don't rush as you go right either or you'll fall into the spiked pit just after you get the vacuum. Now go back left and jump up a level. Then go right and running-jump over the pit. Fall off and now face left and jump and hit C to get the rock. It's easier than trying to get on the ledge without slipping into the pit, isn't it? Two bouncing cacti on the granite beyond. You can jump and shoot the rock at them and that's target practice compared to the next--cacti bouncing on the stairs. Here you can jump on their heads, but it's safer just to shoot and retrieve the rocks. There are also two more cacti that patrol the top and go down the stairs a bit. Watch from a distance, then move in and fire. It's actually rather hard to miss once you see the pattern. Down the steps to the right, jump over the spiked pit. Note With granite to the right you'll probably want to start at the top where you can get a squirrel and jump on the slugs easily(no ceiling restricting you.) Then you can just run in and get the other squirrels, jumping from the right. Yeah, a slug may hit you, but that loses a squirrel--which isn't useful here anyway. You can also use a rock to take out the slugs, too. #S2-j I see platforms far above that I don't know how to get to. But if you want the map piece you have a choice of backtracks: either go back the way you came to the first pyramid, or reset the level, return to get a vacuum and a rock, and go back. That's easier said than done, though. Either way you'll need to go across that crosswork of granite and pits. At the granite where you got the rock you'll need to jump straight up, tap left at the height of your jump, and run right to avoid falling in the pit. Then jump up and push left. You're back on the top shelf now. Run across and jump to the first ledge, then jump at the left edge again but stop when you're descending. Then another couple of right-jumps at the edges should let you back down. One more jump over the spiked pit. Either way, once back over the map piece by the pedestal you could stand on to reveal the passage, shoot a rock at the right pedestal. Voila, points and a map piece. Just hold right to get by that rock as you bounce around. Next area please. #L2-j This is a clever little idea(you can only go up, so you have to plan) and the important thing is to get the right start. Use your animal friends as bunkers, once again--this will get you through pretty clearly. The first thing is to knock out McSmiley the right way, and it doesn't hurt to have the swooping bird off to the right. You can track its progress above with a half-hearted jump so you're just under McSmiley. Move left and if he stays left, move back and forth--or nudge right and run left--until he stays on the right between swoops. When under the lemonade, get it and shoot McSmiley. Run right and shoot the swooper and get your first friend. Now jump up slowly and each time you see a friend, maneuver under him and jump up. Some friends will be protected by swoopers, but never by more than one at a time--so if you move quickly, you'll be able to get a friend just after potential hits from swoopers. Leaving you always safe from the next attack. Remember not to level with a friend too quickly--if a swooper hits you, he may bounce you up a bit, and you can't get back down. The only downside of all this is that you have to go through and take care of all friends, and if you jump past a friend, you'll need to start over. But that's part of the interesting challenge here. It's possible to hit the swoopers but it requires great timing or an accident. #S2-j Two groups of 8 2000's at the top. #L2-l Here I'll concentrate on going up the left side. What you'll want to remember is that destroying enemies in your way comes first, even before advancement. j i h g f e d c X b X Above b is a wasp you may not want to jump on as you may jump into the swooper above. Jump quickly from c to e so it's easier to kill the swooper there. Moving through d is a bit riskier. Watch out on g--the wasp below can kill you as can the swooper above. Do a short jump to take out the wasp and then side-step to h if you need to before killing the swooper. At the top you can either bounce on the bee to the regular platforms or you can running-jump from the top granite block. Getting McSmiley, dropping back for your pal, and getting the points and your other friend should be quite simple. #S2-l 7*400 + 3*4000 = 14800 at the top. #L2-m Another one of those little bonus places where gifts are rained down on you. #L2-n A very hard level where you'll need first to jump across two granite blocks and then jump to avoid the jumping traps. I take a normal jump until I'm across then quickly release the right-control and then push down. This detours just enough for the trap to overshoot you, and you still won't hit the spikes. But it takes practice. Be prepared to find a lot of extra lives elsewhere. Then there are two more granite blocks and another jump to make. This time the trap has backup but he's easier to fake. Just inch in and then let him jump at you as you slowly go forward. Jump onto the granite block above. Then run right and run left. When near the edge, jump left and go right. You'll hit your head a lot if you do it too quickly, like an ordinary platform. The next task, you need to jump low so the trap overshoots you again. Right when you can land, release the jump button. Then beware of the trap on the left. Jump in slowly as usual--the granite makes it harder to be exact. Jump left to the next platform and inch in again. You'll need to do the same thing you did at the bottom to avoid the jumping trap(release the jump button for a bit) and the granite doesn't help--but once you're by, jump up to take care of McSmiley(when he's near, jump, then jump again) and be careful dropping down and getting to your friend--you don't want to slide off so close to your goal! #S2-n No treasure here at all. Bummer. But just behind... #L2-o ...is a whole lotta bonus. If you jump right you can clear every single bonus point. I guess I wouldn't bother with the chump change(<25k) and if you want to get through the game only the extra lives are important. So here it is: 3 5000's 4 7000's 3 9000's 4 10000's 3 25000's 4 50000's 3 extra lives, which you can get even if you goof up the point totals. #L2-p The knife thrower seems like a tough customer and the main problem here is that you need to anticipate his jumps. First, the ground rules: you can jump among any of the four platforms although falling off is lethal, and the knife thrower fires in all eight cardinal directions before jumping to the next platform clockwise. As with the weight lifter, your job is to jump on your enemy's head several times--here it's 5/6 instead of 4. What it took me a while to realize was that the game doesn't hesitate to let him nail you with a knife just before you land on him. Fortunately there's a pattern. Rolo should stand with his tail halfway in the second-right red stripe, on the right platform. A split second after the enemy has finished firing from the top platform, Rolo should jump up so that he lands just after. The knife thrower will flash, and Rolo should jump to the top platform for his safety. A knife will hit him, but everything is flashing, so Rolo is safe. You can then go to the right edge of the top platform, wait for the knife thrower to shoot from the left platform, and jump back to the right platform. Repeat. Once the knife thrower combusts you can just walk left off the platform onto the sign and go to work in the town area. ##L3-a The toughest part of this level is jumping on the platform to the left which acts as an elevator to a map piece and 4 6000's. You'll want to walk in from the right as you jump. Then jump quickly once you have landed. Now you can just run right unimpeded and off the side. You'll enter a room with a map piece and 7 1000's. There are no friends you need to rescue here. ##S3-a 200's above the first ledge, but you have to knock out a wasp. 9 400's above the second ledge--wasp warning again. 21 600's above the third taller ledge that you need to jump on the intermediate platform first to get to. ##L3-b McSmiley will be running right at you, so jump on him. Then you can jump up to the top pretty easily avoiding the wasps as you jump to each next platform. Beware of the windows on the right edge as they take you to the other side of the building. There's a rabbit at the top left. In the center there's a platform. and you can jump on it to reach for an extra life. A rabbit is below it. There's another rabbit on the very right edge of the rooftop, and you can switch to him to get the map piece above him. Now dropping down you'll have one rabbit in the third set of windowsills down(first up from the bottom.) You can exit after getting him (but before you want to) if you have the map piece but you will want to get the rabbit at the very bottom too, so be sure to fall left for that. ##S3-b There are 5000's on windowsills on the left and a 9000 above them. ##L3-c This is a really fun bonus level full of slides that you can always jump back up--the best part is that the points reappear and you can try again. You can either jump all the way up a slide, or you can jump to the slide above--Rolo won't hit his head and bounce back down. There are many clumps of points(to be detailed later) but you're probably more concerned with extra chances. The only one is at the bottom. Get on the slide at the bottom, jump to the top, and run left. Don't bother to jump. You'll take out the extra life. Of course there are other point bonuses you can get if you cut off your jump, and they're a neat challenge to get. ##S3-c Map to come later: 4/5 2000's beyond the map sign. ##L3-d Note that there's a friend off to the right, guarded by a fire breather, whom you can deal with just like the hunters. Beware though-- the fire seems to like to travel down the stairs. This oddity caught me off guard. Jump onto the balcony for the one house. It will curve up. Go all the way to the right edge, and here you'll learn about doors. You need to jump on the knob to enter or exit the respective house. Here you'll find McSmiley inside. Take him out and retreat. Now jump on one of the platforms beside the door and then to the roof. You'll see a squirrel, 5 700's, and a wasp there. You can jump to the left for a bundle of points. Then take a running leap to the left to take out another wasp and more 700's and get another squirrel. From this roof you need to take a running jump left(duck when you land as a precaution to avoid the wasp) and then you can free another squirrel. You may miss a few times but you really need to run and jump right from the edge. You might as well go all the way left to get one squirrel. Then you can jump up the two platforms in the first house to the right to get another one. Now you can walk right. There may be fire breathers blocking your way, but you have plenty of time to react with a long jump--or pals to bear the brunt if you goof. For variety, there's a mole near the exit sign. ##S3-d No treasure really although you may need two jumps--or you can jump on the wasp below--to clear the points left of the rightmost house. ##L3-e You can enter yellow doors here. Just jump over the doorknob and you'll enter. You exit the same way. You'll be a bit on the left of them so if you enter and hold left you'll switch between inside and outside scenes. Lower level of house: Behind left door: 100-1000, 2000, 3000 Behind center door: 2 extra lives, 2 trappers Behind right door: lemonade, washing machine, vacuum Upper level of house: Behind left door: McSmiley Behind center door: two beavers and the exit Behind right door: fire breather, extra life, rock To get through quickly, jump on the platform to the right of the house. Try to stay on the left edge so you can see when to jump off: when you're just above the balcony to the left. Too low and you'll fall and have to go left past the house and back right to bring the platform down. Too high and you'll land on the roof where it's a slim chance to jump left and veer right at a precise moment to get on the balcony. McSmiley is behind the left door. Then once you've got him, go to the center door and get the two beavers. You can leave now or get some treasure. ##S3-e The lower left gives free points but in fact the center is an interesting puzzle. Put Rolo in the washing machine and go to the center door. When he drops to the bottom, move him left halfway to the jumping trap. It won't be able to get at him because he's small. When the trap's overhead bouncing right, jump up and left for an extra life. Go right and mirror your actions for the other one. If you have the beavers you can plow through but then you also have to jump back up to the top floor to do so. Behind the upper right door, you should jump immediately to take out the fire breather--although you can sacrifice a friend as well if you're lazy. ##L3-f A 3x3 bonus level. ##L3-g The dive bombers are nasty but if you immediately run right to the third house you can jump in and kill off McSmiley pretty easily and get the 1000-6000(21000 total) pretty easily too. Then you'll want to wait for the bombers to drop missiles and run left to the first house, enter, get the two rabbits, and run right to the exit. There's nothing in the center house but there's a bunch of lemonade on top--still the bombers are better avoided than fought. ##L3-h There are two snails before the stairs, two snails on the stairs, and another at the bottom. Be careful you don't walk into the snails on the side of the building before jumping on McSmiley. After jumping on him move right to the wall so you take out the snail below. Note he takes two hits, so after the first jump you don't want to hold the B button, but do so afterwards to make it to the ledge, and be prepared to cut your jump off to avoid the snail above. If you don't make it to the small ledge above after killing McSmiley, restart. Jump left for two squirrels and then take a jump right to bounce on the snail above. Once it's killed you can use a squirrel to climb up the left wall of the building. Jump to the center and fall right. - - L L L L - - - - + 3 + L = lemonade, 3 = 3 lemonades. You can simply go to get the right- center lemonade(drop from the roof's right edge) and drop down right and then jump around to pick up everything else. You can drop to the windowsills to pick up the two 25000 points or the three-lemonade ammo. You'll want all this as the flower/shooters ahead will take shots at you when offscreen, and it's a bit annoying. Your squirrel can climb up the left wall unimpeded if he falls or when he needs to rejoin. Now as you go right there will be a snail and eventually you'll see shots above. Get ready to time a jump for just after and fire as you go right. Even if the shooter isn't on the screen yet you should be able to hit it, although later with snails out of the way you can afford to shoot and jump. You'll want to shoot/jump to take out snails until the blockading rope that appears after you've gone up the steps ends. Then you'll want to jump on the final flower shooter and steer left to get a map piece. Now for a detour to get two squirrels--this is best left until after killing the shooters. Jump on the snail on the right wall of the building as before and rescue the two squirrels with a jump to the right, and then you can run out having completed the level. ##S3-h 25000's on the window sills. At the last flower/shooter you can jump on top of it and then jump on the bounce to get the map piece. ##L3-i Rolo must jump right over the water and avoid three falling stalactites. To do this, go right cautiously and turn around when the stalactite is about to fall--or run past all the way. McSmiley is in the cave. Wait for him to come out where you can jump over him, then get 'im. There's a squirrel and a mole past that, another stalactite to avoid, and then a mole. There's a stalactite just beyond and a squirrel too. Go all the way right and jump up the left wall of the shaft with the squirrel. Get the helium to the left and jump down and switch to Rolo. With one mole on his back go up and left to where the helium was. Switch to the mole, who can dig left, and then behind, you'll find 10 1000's and two squirrels and the exit. ##S3-i If, before you exit, you fly Rolo right, down, and left to where he started and go up, you'll see a pyramid of 15 5000's on the ledge to the right. ##L3-j Another gift-drop bonus level. ##L3-k This is where it gets weird. You'll want to jump into the rocket, which will transport you to another area which is dark. ##L3-l Just run right and you'll get to the exit. There's one map on each side of the exit sign so be sure to jump over before leaving. ##L3-m Here the bees take different patterns. They buzz around, slide way down, buzz around, slide way up, etc. So jump when one starts descending. The first will let you get the hang of it, but for the second you'll need to long jump while still left of the spikes. Then there are three fire breathers, six spikes, and two squirrels beyond that. But you'll need to go a bit further right to knock out McSmiley and get the key. Now the next part is a bit rough. Although you can't jump over the spikes since they're in a doorway, you can still just run past the spikes and use invincibility, but notice how they act. Three pulses up, break, one pulse up, break. I run during the second break. There are four of these under the house. ##S3-m Climb to the top of the building with the spikes. There's a pyramid of 6 2000's in the left and 10 5000's in the center. If you jump on the wasp from a bouncy rock and then onto the platform then you will be able to do it all again--but this time, time it so the wasp will ascend in the middle of your jump, so you can bounce high enough to get to the next platform. Third time gets you to very high platforms with four waves of 25000/10000/5000 and three extra guys on the side. ##S3-n Another 3x3 bonus board. ##L3-o Here's a short cute one. You'll want to jump on the roof first and then continually jump until you can get close to the top point. Then try to jump for the small platform above and to the left. From there an up/right jump should let you run across. Enter the washing machine and jump a bit to get lemonade. There's a surprise friend, a porcupine, between the two doors under the tower. You don't need him but if you didn't rescue the one earlier it's a nasty challenge. Drop to the right. Go to the left. When you see McSmiley, move in cautiously--don't let the jumping traps all the way to the left get to you! Jump on him then run left. The first three jumping traps will make three jumps before quieting down--the slight height difference prevents serial leaping. Take a small short jump left. Inch left until the other trap jumps at you and misses. Jump into the door. Drop down to the bottom(left, right, right) and walk onto the bricks on the right. That's actually roof there, so you can jump all the way up. Two close jumps over gaps will get you two squirrels. The third will lead you to the exit sign. Take it. ##S3-o You can reenter the board to get a map piece to a nice bonus area. Pick up the two squirrels as before and then drop down instead of taking the level exit. Jump back up and go out the door. Traps will get one squirrel, but run left and go back up the roof, etc. to the tower where you got the porcupine. Have the squirrel climb it. There's a map piece at the top. ##L3-p This is a bonus area where you get your choice of tower to jump up. The left seems slightly more lucrative. The trade-off is an extra life vs. 200 points. The levels are listed below. 100k | 100 +, 100k| 100 X | 100 100's | 100's (group of 8 each side) 100 | 100k*2 100 | X*2 X | 100 100's | 100's ##L4-a Three or four swooping buzzards will come in from the right depending on how fast you go. Jump when you see them(duck if they catch you off) and you can bounce on the trailers. Then there'll be another buzzard(if you only got three) and McSmiley, and a buzzard you can kill just after McSmiley. You can pretty much just run right through the rest as there aren't enough buzzards to kill you off, and you'll keep picking up friends. But if you want to do it right, just jump up whenever you see a buzzard. They don't seem to loop back so ducking works as well--but hey, if you're being a perfectionist, it isn't satisfying. ##S4-a No extra points here except killing the buzzard vs. ducking. ##L4-b Here you need to get Rolo's power-ups in a certain order, and in fact they're not very easy to get to. Run right through the cacti(which you can jump on but the branches don't lead anywhere) through the tunnel and past your first captured friend. McSmiley is just past. Get the key and release the squirrels to each side. Use one squirrel and have him jump up the left wall in this area. Get him to about the middle and have him jump left and come back right. The point is to get him on the ledge blocking his progress above. You need to release the C button, hit B, and for a little extra help hold C down--you may grasp the edge of the overhang this way. Once you get the helium you can switch to Rolo. He should go up over the ledge and to the right. At the next ledge there will be a few animals to release. Do so and you can just drop to get the sign or go for the treasure. ##S4-b To get the treasure, go left--be sure to tend down a bit so Rolo can see where the ledges are. Two ledges to the left, there's a washing machine. Enter it. Now have Rolo run right. Jump over the sign for 100000 points and two extra lives. ##L4-c First a buzzard passes by. Then another buzzard and McSmiley come by at the same time, so you'll have to jump. Before the water, there's a third buzzard. The jumps across the lake shouldn't be too hard. Just watch for incoming buzzards. A squirrel and a buzzard on the next island. On the next there are two moles. Here's where you need to be careful: you need a squirrel to climb the wall to the right. You can just be really mean and focus on the two moles and drop them in the water. A mole is beyond, as well as a cliff. Have the squirrel climb up the cliff. At the top you'll be able to jump on a platform. It'll come down and now Rolo can jump on it and jump right to release a squirrel. You can run under the cactus even with friends stacked on top of you. Beyond the jumping cacti, jump onto the platform on the right. There's a washing machine above to the right once the platform rises. Then as you go down there'll be another ledge to the right. Jump on it. Don't go down the slope too fast--there are squirrels behind the bouncing cacti as well as an exit. ##S4-c There are points to collect if you go to the bottom of the second up- down platform. But you have to be careful. ##L4-d This is not tough to get through if you avoid the mine. Go left through the tunnel. Jump on the far-left ledge. You'll need to pull a jump where you start going right and come back left. Another one and you'll need to wait for the platform above and to the right to come down. From there you can jump right to a plateau, and you can walk-jump right and just make it to where McSmiley is. Jump on him but be sure to hold B down as you'll need the bounce from taking him out to get to the top. Rescue your two friends, and you're done. Although I recommend taking the rabbit and having him jump to the right edge and all the way up to get a map piece first. ##S4-d The mine is a tougher proposition. ##L4-e You'll start off in a blue walled cave here. Three jumps right get you to a platform that moves up. Two more and the platform moves down. In fact it moves into the lava below so be sure to jump right in time, then right onto the swinging platform. You'll want to move right--and jump at the edge--just before it's at its lowest point to get to the next one. From there you'll go up and near the top you can jump straight up and a bit left to get to a platform that goes in a circle. Up/left is a platform that goes up and down and then a long jump right will get you to the next platform. This requires a bit of intuition, but you should be able to have that by now. Jump up to the clockwise platform UL. Another jump UL to an up-down platform. Now you can jup right and get the two map pieces and move on to the bonus level(s). ##S4-e The only bonus opportunities are hidden behind the map pieces you pick up. ##L4-f There are four bonus lives and four 10000's up the hill at the start. Then there are some bonuses in the mine that recharge if you leave and re-enter. The first thing to do is to jump through the twinkly part if you entered from the right. Then you can walk west on the mine tracks until you get in the cart, which will help you with a tricky jump later on. Once you've jumped in the cart, it will take off. Here you're well advised to hold down on the controller to avoid some major stalactites. There will be two of them with a jump right after. Then there will be two more--jump after the second descent. Timing will be an issue here but once you get it right be prepared to jump again right after you land. Push right mid-jump, and you'll just make it onto the ledge. Once you've gotten the points, get back in the cart and go right. You'll hit the end of the line. Walk right and jump to get in the next mine cart. There are two jumps in the next mine cart, the second just after a brief drop. Then you'll fly out into another at the end of the next line. There's one more jump after an up/down stretch. Then you can leave the mine to the right--or go left and leave via the twinkly bit. ##S4-f 6 10000's, 7 500's, 7 5000's on the ledge. ##L4-g This is another 3x3 bonus level. Whee! ##S4-g ##L4-h Jump over three gaps(third, be a bit careful) to get to the mine cart track. Track goes down, down, up, then you jump. Down, down, down, then a bit of a wait before you jump. Up, down, up, and jump. There'll be a platform to the right. Jump on it. When it's at the top jump right and you'll soon see another mine cart thataway. Jump in it. Down, down, down, down, up, jump--the later the better. You'll get more of the 5000's. You should then jump to get the block of 5000's just after. There's no death below. Right of the mine cart's ending is a twinkly area to jump into to try again and get the 5000's you may have missed. But you'll probably want to get out. Go right and run past the bomb above. There will be two bouncing cacti to deal with. Do so away from the X-work(which makes Rolo move unpredictably) if possible although you can also run past them. There also bombs to navigate. On the fourth level of the area past the first two friends imprisoned, you'll see McSmiley. These old wooden fence structures work as follows: a vertical post will generally drop you a level, and of course if you're out into space you'll also fall. But you can jump pretty easily too. The bombs are more problematic. They'll run at you and explode. Often you can tap the controller the other way a bit as they stop and avoid the shower to center/left/right. Or you can just jump or run away ASAP when they freeze, and the explosion will miss you. But I find it easier to move to the right and avoid them. Plus they can't climb or jump, so higher ground is safe for you. In fact here once you've got to McSmiley you can drop back left, pick up your two friends, and run right to the end of the level. One or two will get wasted but it's not really that far. There are two bouncing cacti guarding the final couple of prisoners. ##S4-h ##L4-i Huh? Did someone miss a deadline here? All you have to do is get the vacuum cleaner, get the rock, and jump and shoot the pedestal to the right as you're in the air. Bingo, easy extra man and map piece. Or maybe it's a clue for the previous level where you need to shoot a pedestal to get to a map piece. ##S4-i ##L4-j Here's an interesting game of pinball. Basically you'll slide down the side of the rock you bounced on, and rather quickly. So you'll want to jump left, stand straight and jump right when you hit the next rock, and quickly jump back and forth left/right, etc. At the top there are a couple of extra lives surrounded by 10000's and also some 50000's below, down to 5000 or so. Once you leave, the level is cleared of all bonuses. It probably takes practice, but it's an interesting change from the simplistic 3x3 puzzle elsewhere. ##S4-j ##L4-k See 4-h for how to deal with the bombs. You'll want to stay on the ground until you get past the crossworks and then start jumping up whenever possible, always tending right. Eventually you should pick up three squirrels. When you can't jump up, drop right for the fourth. From here on out you can just explore each successive tower and you'll eventually get there. In fact the squirrels you have in tow will take blows for you. But here's a quick way. Fall right for #5. There's one beneath him, so fall left and come back right--might have to do it twice--for another squirrel. Jump up/right for #7. #8 is to the right just above ground level, and you'll have to jump up a bit for #9. Up/right and up for #10. #11 is at the bottom, just barely up, and #12 is three flights up just left of the map-exit piece. ##S4-k None I know of. ##L4-l The next boss, the fire truck, is a bit confusing. It seems invulnerable at first, but the trick is much like the first boss--jump on what the boss fires at you. First note the fire truck will kill you if it touches you, and second note the bad guys shoot from above(angled down--you'll want to stay in the far left corner except when jumping for lemonade, but jump over these) and the side. Since any jump scores some lemonade you can get to work right away. You want to jump on the bullets and shoot the top guy first. Note the driver/riders only take one hit that counts each time the fire truck comes in from the right, and lemonade isn't all that plentiful, so don't fire away. It requires patience to get to the top guy(the bottom guy's shots are by far easier to jump on,) which should work well although there is the possibility the fire engine will rev up(you will hear the difference) and try to track you down extra hard. In this case you had better jump on one of the shot or go to the left of the screen, jump and hope you timed it exactly right. Once the top guy is destroyed you want to shoot the bottom guy next. Now here's where some trick comes in because once you destroy him you won't have bullets to jump on if the truck begins to rev up. So my advice is to shoot him twice(they take 3/4 hits) and then jump on any bullets that come at you. Swerve while jumping to get the lemonade at the very top just to make sure you have enough shots. Then after the truck runs at you, pick off the guy on the bottom and then the middle guy has a generous timing window to shoot. Generally the apex of your jump is fine. ##L5-a This is the circus proper. You're almost there! McSmiley is first and you should be able to get to him before he goes under a roof. If not you can wait, but the fire breathers later may require you to jump up. There are three of them. Then there's a bunny, another fire eater, another bunny, and the exit sign. Be sure to get that other map piece beyond it in the far right, too. ##S5-a Nothing. And I tried jumping everywhere with the rabbits. ##L5-b Go left into the tent. THere'll be a small area to get some points. Exit to the left and you'll see a haunted house scenario. After jumping over two spikes, Rolo's first task is to run to the left through the dark scary room where ghosts may appear quickly from the side. You'll have to jump on them, and they do seem to be random, so proceed slowly. At the left you'll have McSmiley. Now run back right and the goal is to get on the ledge above where you started. For this you'll need to jump on a ghost. Then jump around a bit. Hopefully a horde of ghosts will come soon and you can hold down B and bounce all over them. Eventually you'll get a shield for this, which allows you over the spikes. You can also wander other places to get the shield--just be sure if it's high in the air to drop onto it, then go by the spikes where you started and jump onto the ledge above via a ghost. In the introductory part, the two left doors lead to each other, and the right one leads to an exit. ##S5-b 3 600's, 3 200's, 7 400's at the start. ##L5-c You'll have to run through this two times to get it all cleared. The first thing to do is run left and get the lemonade. Then shoot it at the plants that cough up seeds. You can jump over the bombs, but one may drop on you and you can't see the plane above. That's part of the nature of the beast, I'm afraid. I find what works best is, after you kill the first plant, to go to the edge of the hill. A bomb will drop near the second plant you'll see and kill it off. Now that the airplane's taken care of the plant, you'll want to shoot the plane as that puts a crimp in their random bomb dropping thing. Run up the hill and a bomb will land just behind you. Hide out just before the top and eventually you can move in and shoot the plane to the right. It may destroy the plant to the right first but if not you can do that. Once that's all clear there's a box to jump over then a set of three-- jump on a bottom box, jump up and shoot McSmiley or, if you're out of shots, just jump when he's facing right and in the middle and jump again. On the six boxes(three-high) beyond that, you can jump from the second-highest for 7 800's. A running jump from the lowest gets you on top of the mobile cages. On top of the third is some lemonade, and past that is a tent where you'll slide down from the center. If you slide down the right without jumping you'll hit a fire breather, but you can always fall left or jump right. There's another fire breather and then a coaster(btw I'm able to get eight of the ten 800's and I'm not too worried about the others. Too late in the game for that sort of risk.) When on the roller coaster, jump just before the end, where the coaster cuts off after the long descent. No problem if you miss it--just try again. The second part is a bit more involved and less forgiving. You want to try to jump just after you pass the third friend you've collected. I've found Rolo seems to be descending a bit but if you hit the jump button when he hits the boxes, he jumps on top of them. From there drop onto the 100000 and you'll get 800000 points total and 3 extra lives and a map piece. If this fails then you should run left and get the beaver in the cage on the ground. That will allow the standard exit. Note the two options are mutually exclusive(all monsters or map piece) so you have to go through twice. ##S5-c I see some extra lives and points high above the first jump on the roller coaster. Perhaps you need to jump onto the box and jump with the car again to reach them? ##L5-d Not much to do here except drop to the left for the better goodies. They're running out of bonus level ideas aren't they? But all the same those extra lives will come in handy unless you're using save states in which case they're unnecessary. Left: 400000 + 4 extra lives Right: 100 + 100 + 200 ##L5-e If you get off to a quick start, this level should be no problem. At first you'll want to get the shield. There are five spikes in the way as you walk along the bottom. In fact you can run past them at level's start while you're still invincible, but if you don't you can always just remember the pattern. Three quick jabs, wait, one quick jab. You can jump over the first, but the next four require timing. McSmiley is next up, on top of a cage, and in fact you can just run right the rest of the way. If you're not hit so that you bounce up to touch McSmiley, jump up to touch him. The map piece is up next--last cage before the wagons. Then keep running to the coaster. Ignore the dive bomber and jump when you see the boxes again to the right(no problem if you fail, as before.) Past the boxes is a mole. Pick him up and you can run the rest of the way even without the helmet. There are other friends soon that will render you more or less invisible before the level exit. ##L5-f Here after you enter the tent you just have to exit to the right(there's no exit as you came,) as this is linked with 5-b--I suggest jumping onto the roof and dark area and running right. You'll have to watch for a ghost or two from the right, but there's nothing else really tough. You've probably already done your job with 5-b, but if not, refer there. If you haven't gotten 5-b's map piece then you'll either have to return once you get the squirrel to complete this part(tougher than via 5-b) or just go back to 5-a and get the map piece. ##L5-g This is an extremely exhausting level made even harder by the fact that the ghosts travel in packs(bounce on the wrong one of two and the other gets you) and if you miss one jump they come swarming down on you. Still my best strategy seems to be to go up the center platform and jump again to get to the next and then head in an up-left direction(there's no space on the right, and the exit sign appears on the right anyway.) Whether you get the shield is random, but you'll want to try to land on a platform if there is clearly no-one below, or you can just bounce on ghosts to get to the top. Whatever you do, be quick. You may wish to use the central topmost platform for the final jump as well. ##L5-h First thing you want to do here is to make sure that you've got all the map squares filled before you tackle the final boss. This is a tricky final boss, but fortunately there are only three ways the ringmaster can attack you. He starts out on the right, goes to the center and left and center, and repeats. If the ringmaster's on the right, hide in the left corner and wait for the string of electricity to go back out above the ringmaster. Then jump over the three balls that run at Rolo. Move in a bit and jump over the bouncing balls. Then jump right and switch back over left to vault the green, blue and red balls--they'll take a brief dive before getting to you, and that's when to jump, as they are quasi-smart missiles. Jump left and hook back right to avoid them, walk under them, and then you can jump onto the ringmaster. You could do so after the first jump but the balls wouldn't have dropped off the screen, and they'd kill you--the only time flashing stuff is harmful in the game. For when the ringmaster's on the left, do the same, but a mirror image. For when the ringmaster's on the platform above, stand just to the left of him. When the lightning comes, RUN DON'T WALK to the right corner. You won't have to worry about avoiding the next round of missiles, but when the red/green/blue balls come at you, run all the way to the left and then jump around--straight jump first and you probably won't need to do the hook-back jump. The final boss takes six hits. But you'll have to avoid his shots eleven or more times. ##L6-a Just pick up the piece to the left and follow the sign to 6-b. No treasure. ##L6-b An alien comes by and drops three extra chances from his rocket ship. You can't do this twice, so just get in the rocket to the left and go back to the town--which is now dark. Ending("not quite:") (Rolo and mother touch trunks) NOT FULLY WON ENDING: Congratulations. You escaped from the cluthes of the evil circus master and returned hom to your mother. However, the fact that you did not rescue the friends trapped in cages remains on your conscience, and you are never truly happy again. [NOTE: even if you leave only a bonus level uncleared, it will still give this message although it is logically incorrect.] FULLY WON ENDING: An old elephant is reading a book in bed to his son(and smoking a pipe too, how stereotypically paternal.) "And that's how I escaped from the evil circus master and got home to my mom. Sweet dreams little Rolo junior, and if you're good, tomorrow I'll tell you about the time I met David Attenborough." (David Attenborough is a well known and prodigious naturalist and film maker.) End of FAQ proper ================================ 8. VERSIONS 0.3.0 submitted to GameFAQs 6/17/2003. First level(forest) done with some other basic details. More to come. 0.5.0 submitted to GameFAQs 6/19/2003. Second level(ruins) done. More details to come. 0.8.0 submitted to GameFAQs 6/20/2003. Finished/typed all but the final fair levels. 1.0.0 submitted to GameFAQs 6/22/2003. All levels covered. 9. CREDITS Thanks to bloomer, daremo, falsehead, RetroFreak, Snow Dragon, etc. Especially falsehead who encouraged me to get this game. And the person who sold me this in a cheap lot on eBay. It was the best of the games. Thanks also to www.zophar.net and some other place that will remain nameless.