SHOVE IT! THE WAREHOUSE GAME FAQ/MAPS v1.0 Written by Sean Shannon -- sean@seanshannon.org Copyright (c) 2002 Sean Shannon, all rights reserved This document is exclusive to GameFAQs.com and seanshannon.org. You are free to print this document out for your own personal reference. Any other reproduction, redistribution or alteration of this document without previous written permission from Sean Shannon is a violation of copyright law and will be pursued diligently, ESPECIALLY if anyone tries to profit off of this document. Dedicated to C., L. and J., the three best friends I could ever ask for. ------------------- | TABLE OF CONTENTS | ------------------- Note the Z.CODEs listed to the left of each heading; you can use the Find feature in your Web browser or word processor to quickly "Zip" to the given topic by entering "Z." (minus the quotation marks) plus the four-digit Z.CODE. For example, if you wanted to jump to Widgets and Widgets had the number 0050 next to it, you would enter Z.0050 as your search string and it would take you straight to Widgets. Z.CODE HEADING 0100 Version History 0200 Foreword 0300 Introduction 0400 Note on Conventions 0500 Controls 0510 In Menus 0520 During Gameplay 0530 Password Screen 0540 Edit Mode 0600 Modes of Play 0700 Basic Play 0710 How to Play 0720 Basic Strategy 0800 Edit Mode 0900 Puzzles/Passwords 0905 Stage One 0910 Stage Two 0915 Stage Three 0920 Stage Four 0925 Stage Five 0930 Stage Six 0935 Stage Seven 0940 Stage Eight 0945 Stage Nine 0950 Stage Ten 0955 Stage Eleven 0960 Stage Twelve 0965 Stage Thirteen 0970 Stage Fourteen 0975 Stage Fifteen 0980 Stage Sixteen 0985 The End 1000 Acknowledgments 1100 Final Words ----------------- | VERSION HISTORY | [ Z.0100 ] ----------------- v1.0 -- Released 2002.08.16 Everything's new. :) ---------- | FOREWORD | [ Z.0200 ] ---------- Hot on the heels of my first-ever FAQ (for Baseball Simulator 1.000 for the NES, look it up on GameFAQs if you want), I figured I should try my hand at a few other FAQs. Since everyone else has already covered all the games I like the best, though, I figured I should try to write FAQs for some of the more obscure games that many of you have never played. Shove It! The Warehouse Game is one of those games, and while no one's requested a FAQ for it, it still seemed like a fun game to write a FAQ about. So, here we go. Oh, and if you want to know more about me, visit my Website at http://www.seanshannon.org/ if you would. I could use the company. -------------- | INTRODUCTION | [ Z.0300 ] -------------- In 1982, computer programmer Imabayashi Hiroyuki wrote a game called Sokoban, or "warehouse keeper", for Thinking Rabbit Inc. Japan. The concept of the game was relatively simple: you are in a warehouse with various boxes, and you need to move the boxes to marked spots on the warehouse floor in order to advance to the next level. However, you could only move one box at a time, and you could only push, not pull, the boxes. Combined with cramped corridors that didn't allow for much movement, Sokoban became a classic brainteaser, a good application of the then-limited computing skills of the time to create an engrossing solitaire game. Sokoban was imported into the United States video game market in 1989, first as a Gameboy game called Boxxle (released by FCI), then in 1990 as a Genesis game called Shove It! The Warehouse Game (or simply Shove It!, released by Dreamworks Interactive). Sokoban was a good game for creating a lot of challenge out of the Gameboy's limited power, but it seemed kind of a waste of the Genesis' horsepower. (Keep in mind, this was before companies were rehashing Tetris on 128-bit systems.) Still, no matter how powerful the system, Sokoban is still an engrossing game, and even though there are plenty of free Sokoban games out there -- just do a search on "sokoban" at hotfiles.com or Google to see what I mean -- Shove It! was still fun for its time, and remains a fairly interesting piece of Genesis history today. As for how to get a copy of Shove It!, as of the time of this writing, copies were going on eBay (http://www.ebay.com/) for $5, and FuncoLand (http://www.gamestop.com/) was selling the game for $4.99 on their Website; lower prices may be available at your local FuncoLand store. I'm sure there must be ROMs of the game on the ‘net somewhere, but REAL PLAYERS DON'T USE ROMs. At least not unless the real deal can be procured easily, and I've given you two sources there; try garage sales, too. The only time I've ever used a ROM was for an old arcade game from my childhood that was never translated to a home system (Atari's Peter Packrat), and I dumped that ROM off my hard disk a long time ago. (And the hard disk crashed months later anyway.) Come on, five bucks isn't too much to ask for a game of this quality, plus you get the authentic Genesis experience that you just can't duplicate with a computer monitor and controller. --------------------- | NOTE ON CONVENTIONS | [ Z.0400 ] --------------------- Some of my writing conventions may seem a bit strange, so I figured I should mention them here before we get too much farther into the FAQ. First of all, I use UK English when I write; when I first got on the Internet back in 1994, one of the first things I did was join a Björk mailing list (Blue- Eyed-Pop, still very much active today), and the majority of people there were from the UK and thus used "The Queen's English." I adopted the style myself to "fit in" there, and yes, I even use it outside of Internet communication. So I spell defense "defence", offense "offence", color "colour" and so on. Secondly, all the Japanese names you see in this document are written in Japanese style, with the family name coming first, followed by the first name. I'm something of a Japanophile, and I disdain the American convention of reversing the order of the names, something Americans don't tend to do for other cultures where the family name comes first (e.g. the Chinese). ---------- | CONTROLS | [ Z.0500 ] ---------- This is a basic summary of what the controller does during the game; in the sections below, controls will be re-explained in a more context-sensitive manner. IN MENUS [ Z.0510 ] -------- Control Pad -- Moves the cursor up or down. A Button -- Selects currently highlighted option. B Button -- Nothing. C Button -- Nothing. Start Button -- Selects currently highlighted option. DURING GAMEPLAY [ Z.0520 ] --------------- Control Pad -- Moves Stevedore up, down, left or right. A Button -- Takes back last move. (Only works for last move, cannot undo multiple moves.) B Button -- Opens up in-game menu. C Button -- Nothing. Start Button -- Pauses the game. Why you'd need to pause this game, I don't know. Also clears past Stage Clear screen. When playing an Edit Mode board, returns to the Edit Mode menu. PASSWORD SCREEN [ Z.0530 ] --------------- Control Pad -- Moves cursor. A Button -- Inputs character. B Button -- Returns to title screen. C Button -- Nothing. Start Button -- Inputs password. If the password isn't valid, the password field is reset. EDIT MODE [ Z.0540 ] --------- Control Pad -- Moves cursor. A Button -- Places whatever is in the cursor on the playing field, at the point where the cursor is. B Button -- Erases whatever is on the playing field at the point of the cursor. Hold down B and move the Control Pad for continuous erasure. C Button -- Toggles between different elements of play in the cursor. Start Button -- Moves back to the Edit Menu, allowing you to play your board. --------------- | MODES OF PLAY | [ Z.0600 ] --------------- These are the options that are available to you once you start up the game. GAME -- Begins a new game at Stage One. PASSWORD -- Allows you to input a password to begin at an advanced stage. EDIT -- Allows you to create your own puzzle. RETURN -- Returns to the title screen. EDIT -- Work on the layout of your puzzle. PLAY -- Play the puzzle you've designed. ------------ | BASIC PLAY | [ Z.0700 ] ------------ When you turn Shove It! on, after you get past all the logos and such you'll be treated to an "animation" (and I use the term loosely; even by early Genesis standards, it's not that good) of the warehouse keeper moving boxes from stage left to the centre of the screen, which then have the Shove It! logo imposed on them. According to the instruction manual, the warehouse keeper's name is "Stevedore". I wish I could make a name like that up. Anyway, Stevedore gets a thought balloon over his head with a brunette and a red car inside it, because apparently if he moves all the boxes where they need to be, he'll be able to afford this really nice car, and the car will help him attract chicks. Is it any wonder I don't understand men? Besides, I don't think Stevedore's going to have much luck hitting on women when he bears such a striking resemblance to furnace salesman Dave Lennox. (Stevedore looks dorky enough in the box packaging, but in the game introduction he's wearing these ugly blue overalls. You have to see it to understand.) Anyway, if you let the game run long enough without pressing any buttons, it will go into a demonstration mode, cycling through three different levels of the game. The thing is, the computer makes mistakes IN EACH DEMO. So don't be looking to the demo screens for advice on how to play the game; we'll get into strategy in a bit. Also note the music. This music is one of a whopping THREE tracks of music in the whole of the game. And there are no sound effects. Now, the music's serene and peaceful enough for me, but I'm guessing that most of you would rather just turn the sound off and put in a CD or something. There are a total of 16 Stages in the game, and each Stage has 10 Rooms. However, you don't need to clear every Room in order to clear a Stage; I've cleared Stages with as many as eight Rooms completed and as few as two. The number of Rooms you need to complete seems to vary from game to game, but I've noticed that the more Rooms I start but don't finish, the fewer rooms I actually have to finish. It's probably a bug in the programming or something. After clearing a Stage, you'll receive a password that will allow you to start at the next Stage the next time you play. HOW TO PLAY [ Z.0710 ] ----------- For the sake of argument, let's say you start a new game. Note that we have now hit music track number two in the game. (I prefer the first.) Press A to select Room 1 as your starting room. (Press A button when Room 1 is on screen; pressing left and right will let you cycle through the various Rooms available in the stage.) The following key will be used throughout this FAQ to display the various elements of the game: # -- Solid wall. Cannot be moved, and nothing can be moved through it. @ -- Stevedore's location. This will display his starting location unless indicated otherwise. $ -- Box. The object of the game is to move the boxes onto the dots. When a box has been moved onto a dot, it will change colour from brown to light blue. . -- Dot. Move the boxes onto these in order to clear a Room. Note that all the boxes must be on dots simultaneously in order to clear a room; you cannot move a box onto a dot, then move it off, and still have it count towards completion of the Room. * -- Box already on a dot. ### So using the legend above, this is what Room 1 looks like. If you #.# still have trouble making it out, try mapping it out using grid # #### paper and sketch each element, or use coins or other small ###$ $.# knickknacks. Note that Room 1 uses the "large" graphics; some #. $@### later Rooms will use reduced graphics to accommodate more on screen ####$# at once. (The screen never scrolls.) Also note that the number of #.# steps you have taken in the room (labeled "STEP"), your current ### Stage and Room are all displayed on the bottom of the screen. Now, because Room 1 is literally impossible to screw up, it makes a good place to test things around. Press Down on the Control Pad to move Stevedore down one space. Note how Steve pushes the box with him, and the box turns light blue. The box turning light blue means it has been placed on a dot; if the box moves off the dot, it would change back to brown. Once all the boxes are light blue all at once (i.e. you've moved all the boxes onto all the dots), you will clear the Room (and get another "animation" of Stevedore pushing a box across the screen), then move on to the next Room. Note that Stevedore can only push boxes; he cannot pull them, ever. Also note that Stevedore can only push one box at a time; he cannot stack multiple boxes in a row and then push them all. There will always be as many boxes as there are dots; you will never end a stage with extra boxes or dots on the screen. Finally, if ever you make a mistake, you can press A to take back your last move, or B to enter the following in-game menu: RETURN -- Returns to where you last left off. ONCE AGAIN -- Starts the current stage over again. Note that you will not be asked for confirmation when you select this, so use it wisely. TRACE MODE -- "Instant replay" of your moves in the current stage. Press A to move forward one step; you cannot move backward. Also note that pressing the Control Pad in any direction during Trace Mode will move Stevedore in that direction, and "erase" memory of any steps you may have taken past that point in the game. GO SELECT -- Allows you to select a new Room in the current Stage. Note that choosing this will erase your current moves from memory, so if you select the same Room again, you'll have to start over from scratch. Also note that, as with ONCE AGAIN, you will not be asked for confirmation when you select this. Even though the number of steps you've taken in a stage is located on the bottom of the screen, there is no limit to the number of steps you can take; there is no time or step limit in any Room. That makes me wonder why you can pause the game by pressing Start, when there's no point to it, especially since it doesn't even shut the music off. When you complete enough Rooms in a Stage, you will see the same Stevedore "animation" you get whenever you complete a room, but this time instead of getting "ROOM x CLEAR" on the screen you'll hear the third, and final, music track in the game (and it's not that good), and then on screen you will get, "STAGE x CLEAR CONGRATULATIONS !! YOUR PASSWORD IS ..." and then your password. Note that any punctuation to the left or right of the password is PART OF THE PASSWORD. I mention this because the first password you get has two exclamation marks in it, and if you don't enter the exclamation marks on the Password Screen, it won't accept the password. Note that from Stage to Stage you'll get slightly different graphics for the various elements of the game (except Stevedore). In Stages 3, 5, 8, 10, 12 and 15, boxes not on dots will be blue while boxes on dots will be pink; in Stages 4, 9 and 14, boxes not on dots will be green while boxes on dots will be pink. If in doubt, just try moving a box on a stage and see what colour it turns when it's on or off a dot; you can always start the stage over again. BASIC STRATEGY [ Z.0720 ] -------------- When playing Shove It!, it is very important to keep some patterns in mind to avoid making blunders that render a board unsolvable. #$ Here we see a box in a corner. How can it be moved? The answer, quite ## plainly, is that it can't. In order to move a box, it either needs to be clear on the left AND the right, or the top AND the bottom. A box in a corner is a box that can never be moved again, and if a box gets stuck in a corner while you're playing, and there's not a dot there, you'll have to start the stage over again. $$ Same basic pattern as before, only now we've changed one of the walls for ## another box. But again, the same problem arises; each box against the other renders them both immovable. Unless the boxes are both on dots, this is another no-win situation. $$ And now another variation on the pattern, but this time all four units $$ are boxes. But again, notice how the placement of each box renders all of them immovable. So the basic rule of thumb is, unless you're putting boxes on dots and you're sure you don't want to move them later, avoid two-by-two formations, whether with or without walls. ## Here's another trap that's easy to fall into, but it's just another # variation on the wall trap. Note that the box is free to move up and # down, but it's impossible to move the box left or right because of its #$ positioning. Unless there's a dot somewhere in the column this box is # on, this is another impossible-to-win scenario. Memorize these patterns, ## and look for them in games; they will help you to identify "dead zones" that you shouldn't push boxes into for any reason. ### Also be careful when positioning finished boxes. Both the boxes in this #.# diagram are on dots, but what about that dot above both of them? How can #*# any box be moved onto that dot? With the two boxes below it blocking all #*# access to it, this puzzle is unsolvable. Always be careful when placing # # boxes on dots to make sure that you'll have room for the other boxes in the puzzle. # # Likewise, here we see the "tunnel trap", where two boxes seem fairly free #$# to move, but look closer. The top box can be moved down one, but that # # results in a two-by-two and the boxes are trapped. Same result if you #$# move the lower box up one. This is another no-win situation, although if # # one takes out either wall to the left or right of the space between the boxes, then both boxes can be moved freely and the situation is not necessarily unsolvable. ### This is a cross between a corner trap and a tunnel trap. Both boxes may $ # be movable, but the top-left box can only be moved right, while the $# bottom-right box can only be moved up. Either movement would render both boxes immovable, and thus prevent the puzzle from being solved. #### This cross-trap can also happen on a vertical basis. Both boxes can only # $ be moved to the left, and the only way to get "behind" one box to move it # $ to the right is to push the other box into a corner, thus ruining any #### chance of completing the puzzle. If there were three spaces to the left of the boxes, though, one of the boxes could be moved to the left two, then the other box could be pushed right, leaving one space to the left of the first box to move it back, and the puzzle could still be solved. The first few Rooms of Shove It! will help teach basic strategy. (For maps of the first Stage, see Z.CODE section 0905.) Room 1 is literally impossible to screw up; you can only push the boxes into their appropriate dots. Room 2 is a basic circuit puzzle; push each box separately through the maze, getting around each box where you have room to move, and Bob's your uncle. Rooms 3-5 and 7 teach you about techniques to use when placing boxes on dots, making sure you have room for each box. Room 6 revisits the circuit concept, but combines that with the lessons from Rooms 3-5 and 7, to teach the importance of the order in which you move boxes. From there, further concepts should be self-evident, and later stages will build on these concepts. Once you have the basics down, the rest will come, with time. It's important to be patient when playing the game, though. Solutions will not always spring right to mind, especially in the later stages. If a particular Room seems too tough, move onto another Room in the same Stage and try it again later. It's also helpful, once you're about to complete a particularly difficult level, to use Trace Mode to retrace your steps, jotting them down on a piece of paper for later reference. Replaying the solutions to tough Rooms is a good way to deduce strategies for later stages that you may not have been consciously aware of as you were playing the game. And remember, there are no time limits, or step limits, so take as much time, and as many moves, as you need. And if you get frustrated, just switch the game off, and come back to it another time. ----------- | EDIT MODE | [ Z.0800 ] ----------- Edit Mode allows you to create your own puzzles to stump your family or friends (or perhaps even yourself). While the option is definitely useful, it is limited by a number of factors (no battery backup or password to save level designs, no error-checking for impossible puzzles). In the Edit Mode menu, select EDIT to edit your puzzle. Note that you will begin with a "clean slate" of red brick background. You are limited to the "basic" graphics in this set (turquoise brick walls, brown boxes that turn light blue on a dot), and you can only use the "small" graphics, giving you a playfield 20 units wide by 14 units high. Your cursor is the white square that starts off in the upper-left hand corner of the screen. You can move the cursor with the Control Pad, and note that if you scroll the cursor off one edge of the screen, it will appear on the opposite side. (E.g., scroll the cursor off the left edge of the screen, it will appear on the right.) You can select different "pieces" to build with by pressing the C button. The chosen piece will be displayed in the centre of the cursor. The pieces appear in the following order: background, dot, wall, box, box on dot. To place that piece on the board, press A; hold down A and move the Control Pad to keep placing copies of that piece on the board as you move. Note that you must place a box on dot by using the box on dot option; you cannot first place a dot, then place a box on that dot, because it will just turn into a regular box. Pressing B will automatically return the cursor to background and erase whatever is underneath the cursor; hold down B and move the Control Pad to keep erasing whatever's underneath the cursor as it moves. When you've finished creating your puzzle, press Start to return to the Edit Mode menu, then select PLAY to play your puzzle. You will first have to select Stevedore's starting point by moving him and pressing A; note that Stevedore can be placed inside a solid unit, such as a wall or box, at the start of a game. (His first move, however, must be either to an open space, or moving a box adjacent to his starting location.) From here the game will function much like a regular game of Shove It!, only without the Step, Stage and Room details at the bottom of the screen. The only other difference is that pressing Start will exit from the puzzle at any point, back to the Edit Mode menu. Whenever the puzzle is solved, the game will automatically exit back to the Edit Mode menu. When designing puzzles, it's important to keep in mind the components you've already learned in the game: circuits, order of placement of boxes on dots and so on. Note that the game does not automatically error-check, so it is entirely possible to create an impossible board and not know it. If you place more dots than boxes on the board, the puzzle will be considered solved when each box is on a dot; if you place more boxes than dots on a board, the puzzle will never be considered solved, even when each dot has a box on it. Also note that Stevedore cannot scroll off the edge of the screen, so the 20-by-14 boundary of the playfield acts as a wall of its own. If you've created a puzzle you'd like to save later, you're pretty much stuck writing it down yourself. Either type it into the computer using the same notation I use in the FAQ, or else write it down. If you choose to write it down, it might be a good idea to invest in some grid paper, because if you get the proportions of items wrong, you could "lose" your puzzle when you can't make out your diagram later. ------------------- | PUZZLES/PASSWORDS | [ Z.0900 ] ------------------- What follows are maps for all the Rooms in Shove It!. Before each set of maps will be a password that allows you to jump straight to that level. In depicting each level, the following legend is used: # -- Wall. @ -- Stevedore's starting location. $ -- Box. . -- Dot. * -- Box already on dot. STAGE ONE [ Z.0905 ] --------- Password: N/A (Just select GAME from the Main Menu to begin here.) Room 1: ### #.# # #### ###$ $.# #. $@### ####$# #.# ### Room 2: ##### #@ # # $$# ### # $ # #.# ### ###.# ## .# # # # # #### ##### Room 3: #### ## # #@$ # ##$ ## ## $ # #.$ # #..*.# ###### Room 4: ####### # ### ##$### # # @ $ $ # # ..# $ ## ##..# # ######## Room 5: ##### #@ ### # $ # ### # ## #.# # # #.$ # # #. $ # ######## Room 6: ####### #### # # .### # # # # ## # # $ $#. # # # * # # # .#$ $ # # ## # # ### # ###. @# # ## # ############ Room 7: ####### ## # @# # # # #$ $ $ # # $## # ### $ # ## #..... # ######### Room 8: ###### ### # ##. $## ## #..$ $ @# #.. $ $ ## ###### # #### Room 9: #### # # ##### $# # $ ## ### $ $ ## # # # ### # ...# $ # # $#...#$ ## # # ...# $# # ## #...$@ ## # ##$ $$ ### # ### ######## Room 10: ########## ####...... # # .....# # # #...... ## ## ####$##$# #@$ $ $ ### # $$ ## # # # $$## # # # $ # $$ # # $ $ #$ # #### # $ $ # # # # ########### STAGE TWO [ Z.0910 ] --------- Password: MARINA!! Room 11: ####### ####.....# ##### .....# # # #. ...# # $@## ### ### # $ $ $$ # # #$ $ # # $ # ##$ $ # ### $ ## # # $ $ $ ## ### #### ###### Room 12: ######### # ## # # $ # #$ ### $# # #...# # ## #...# ## # $ $ $ # # # @ # ########### Room 13: ###### # # ###$$$ # #@ $.. # # $...## #### # #### Room 14: #### ##### ## # # # # $ ####$ # # $.... $ # ## # @ ## ########## Room 15: ###### # # # $$$## # #..### ## ..$ # # @ # ######## Room 16: ######## # #. # ## $...# # $ #*.# ## ##$# ## # $ $ # # # # #######@ # #### Room 17: ####### #.... # ###...$### # $#$ $ # # $$ #$ # # # # #### @ ### ##### Room 18: ###### # ...# ####....# # ###$ ### # $ $ $$ # #@ $ $ # # ### # ##### ##### Room 19: ######## # # # #$$ # # ...# # ##...$ ## # ## $ # #$ $ # # # @# ######## Room 20: ##### ### #### # $ $ # # $ $ @# ###$$##### # ..# #....# ###### STAGE THREE [ Z.0915 ] ----------- Password: MALIBU Room 21: ###### ##### # ### # .# # $ $ # #...# # # $ ### .# # $$$ $ @.# ### $ $# .# # $#$ #...# ## # .# ########### Room 22: ######### ########@## ..# # $ ..# # $ #$ #$## ..# ## ## ####..# # $ $## # #### # ## # # ## # ## # $ ## # ##$ # # ## # ######## Room 23: ######### # # # # # # # # $ $# # ####### $ # #..# ## $ $# # #.. ## $ $ # #..# ## ###### #..# # $ $ # #.. $ # # ### @ ### #### ##### Room 24: ##### #### # ## # ### # # # $ ....# ## # ##..*. # # $##$# # # $#$ $ # ## @ ###$# # ##### # # ##### Room 25: ##### # # #$ # ### $### # $ $ # ### # ### ####### # # ### ## ..# # $ $ @ ..# ##### #### # ..# # ###### ######## Room 26: ######## # # # $ $ # ######## $ $ # ##... #### ## # #.... ## # ##... ## $$## ## ######## $ @# ### #### ## # $ $ # # $ ##### ## # ##### Room 27: ####### ## # # ### # ###### # $ ########....# ## # #$ # $......# #$ $ $ #$ $*.....# # $ $ $ ##....# # #$$# # ####### # $ #### ## # $ $ ## # ## $ $$ # #@ # # # ############# Room 28: ############ #.. # ### #.. # $ $ # #.. #$#### # #.. @ ## # #.. # # $ ## ###### ##$ $ # # $ $ $ $ # # # # ############ Room 29: #### ######## #### # ##..... # # $ ##...# # ## $ ### # # # # $ # # # # $ # # # # $ # # # # $ # ## #### # $ # ## # $ # ##@# # ####### Room 30: #### #### #..########..# #*.*.....*.*.# # $ $ $ $ $ $# #$ $ $@$ $ $ # # $ $ $ $ $ $# #$ $ $ $ $ $ # #.*.*.....*.*# #..########..# #### #### STAGE FOUR [ Z.0920 ] ---------- Password: SANPEDRO Room 31: ######## # # # # $ #### ## ##$ #@ ###### # $ $##$ # # # # $ # $ ...# # $ #$ #...# # ## $#...# ### $ # $ ...# ### # $#...# # $$ ##### # ## ####### Room 32: ######### # # #$ $$$ # # # $ # # $@$ # ###$ $ # ## # $#$# # ##### # # # #... # $# ### #..... # # #.....# $# # ######## # ##### Room 33: ########## #### # ## # # # ### $# $$ # # # # ## ##$### ## ## $ # $ ##$ # # #### # # ## # # $ $ # $ # # $ #...# # ##$ $ # ...###### #@ ### ...# ##### ###..# #..# #### Room 34: ##### ### # # # # ### $ ###### # #$# # # #$ $ ## $ # ## # $$$### # ###$ # # $#$$...#### # #....# # # @ #...# # $...# ## # # ########## Room 35: ##### ######### # # ## ### #$# # $ # $ $ # # # $### # #$ ## ### ### $ # # # $ # $ # # $$#$##$# #### # # @$ ....$# #### #### $.... # ## ....## ##....# ###### Room 36: ##### ##### ###### # # ## ## # # $$ $ # # # ## # # # # $ # ## $ # # $ $ # ## ## $ # #$## # ### # # # $# # $ @ ...# # $##$#...# ## ....## ### ...## ###### Room 37: ##### # # # $## # # # $ # # # # # # # # # # # $ $ $ # ####### #$# # # $ $ # #@..$ **.### #......##### ############ Room 38: ########## # # # # $# $ # # $ $#$# # ###.#... ##### ## ....#$ # # # $#.##*# $$$ # # .....@# $ # # #.#... $ $ # # $$ $#$# $ # # # # # ## ###### ##### ###### Room 39: ##### ### ## # # # # # $$ ########## # $$ ## # # ## $ # $$$ # # # #$ $$ $ # $ # # $ .#.....$ ## ###@##..##.#.### # # #......# # $### # # # # ###### ####### Room 40: ##### # @ # #$$$# #### # # .#$## # $.$. .# # #.#.## ######## STAGE FIVE [ Z.0925 ] ---------- Password: VENTURA? Room 41: ###### # # # $ #### # $*..* # # *..*$ # #### $ # # @ # ###### Room 42: ##### ####. ## # $.$. # #@$# #$ # # $. . # ####$#$ # #. . # ####### Room 43: ###### ## # # * $ # #.$$.## #. @ .# ##.$$.# # $ * # # ## ###### Room 44: ##### # #### ## #$ # # $ $$ # # #$#.*.# # @...# ######### Room 45: ########## ## # # #$#$ # # $$ .$.# # @###...# ########## Room 46: ############ #... # # #.. # ## # #.. # # #.. # $## # #... #$ $ # ###### $$ # ## $ $$ # #@ $$$ # # ## $ ## # # # ########## Room 47: ###### ##### # # $ . # # $ ..### #@$ $$### ### .$. ### ##$...$ # # $.## # # ###### ##### Room 48: ##### ### @# # $. ## # .$. # ### *$ # # ## ##### Room 49: #### #..# ## .## # $.# ## $ ## # #$$ # # @ # ######## Room 50: ######## # # # # $..$ # #@$.* ## # $..$ # # # # ######## STAGE SIX [ Z.0930 ] --------- Password: SANDIEGO Room 51: ###### # ### # $ # ### $ ## # #... $ # #...$#$ ## #### # $ # # @ # ####### Room 52: ###### ##### ##@# ### ## # $ # $ # # $ # $ # ### ###### # ### ## ##$### # $ #### ..# # $ $ $ ...# # ####...# # $$ # #...# # ### ##### #### Room 53: ##### # ##### # #$## # # $ # ######### ### # #.... ## $ $### #.... $ $$ ## #.... ##$ $ @# ######### $ ## # $ $ # ### ## # # # ###### Room 54: ##### # ######### # $ $ # ##### $ #$$ # # # ## ### #... ## $# #...#$$ $ # #...# @# ## ############ Room 55: ######## # @# # $#$ ## # $ $# ##$ $ # ######### $ # ### #.... ## $ $ # ##... $ $ # #.... ########## ######## Room 56: ###### ### #.. # ##@## #.. ### # #.. $$ # #.. # # $ # #..### # $ # #### $ #$ # # $# $ # # $ $ # # ## # ######### Room 57: ####### ##### # #### # # $ # #### #$$ ## ## # ## # # ## ### # ### $#$ $ $ # #... # ## # # #...# @ # ### ## #...# ### @ @ # ######## ## # # ######### Room 58: ############### ###.# #### ##..# $ $ # # #...# ## $ # # #..... #$$ # ##....$ #$ # #### ####### # # $ ## # $ # $# $ ## # $### $ # $$ # # @# ## # ############### Room 59: ###### #### ###### # ## #### # $ $ # # $$ # $ # # # ### #$$ ## # # ## ## #$ # ## ## # $@$ $ $# #....# # # # # #....# ##$## $ $ # #....# # ### ## #....# $ # ##### ###### # # ###### Room 60: ##### #@ ####### #### $ $ # ### $$ $ $ # # # $# ##### #$#### $ $ # # $ $ $ $ # # $ ###$### ## ## ## #.....# # # $ $ #..... # # $ $ .....#### ########.....# ####### STAGE SEVEN [ Z.0935 ] ----------- Password: PASADENA Room 61: ####### # # ##### ## # #...### # $# #... # # $ #$$ ... # # $# #... .# # # $######## ##$ $ $ # ## # $$ # # ###### ##$$@# # ## ######## Room 62: ######### # # #$$ $$# #### ##### # $ # # #..# ## $ $ # #..# $$ # # #..# ##$#### ## #..## ## # # #... ## ### ### # ## $ # ######@# # # # ######## # ##### Room 63: ###### #####. # # #..## # # $.. # # # .# ## ### ##$# # # $ $$ # # #$# # # #@ ####### ##### Room 64: ##### #@ #### #####$ # #...# # $## #.*.#$ #$ # ###... $ # # # # ..##$# # # #### # $ # ## $ #$$ # # ## ## ## ##### # # ##### #### Room 65: ###### # ## # $ $ ## #### #$# #### # $ $ # ### # $ # $.....# ### # ####.....# ## #$ $ ..#### # # $# # #@$ $ #### # ###### #### Room 66: ######### # ## # #$#$#@ ##### # $ $ # # ## #### ## # # # # # # # $# $ ##### #..$ ## # # #..# # $$ # #..#### $ # #*...# $ $ $ # #....# # ############## Room 67: ####### # ###### # $# # ####$ $ #$$ # # $$ $ $ # # $# ## ### ## # @##$ $ $ # # $ $ $ # ##########$$ # #.........## #.........# ########### Room 68: ###### ### ### # #$ ### # $ $$ # # $$ #$ # ## $ $ # ###### #$##### #..@ #$ # #.#.. $## #....$# # #.... # ######### Room 69: ############### # # # # $ #$ # $##$ # # # $ # # # ##$#$##$$ # # # # ... # # # $ . # .$ # # $#@$...# # # # . # . $ # # ##.$###$. # # # # $..... ## # # # ############### Room 70: ######### # # ####### # $ # # ##.#### $ $@$# # #....### ## $ # #....####$ # # #.... $ # ### ####$# $ $ # # ## ### # $$ $ ####### # ##### #### STAGE EIGHT [ Z.0940 ] ----------- Password: !BEVERLY Room 71: ######## # # # $$ ### # $ $$$ ##### ## ## ... ## # #@#...###$ # # # $... # ## # $...$ # ## # ##### ### # # $ $ # ########### # #### Room 72: ########## #### #### # # $## # # # ## #$ .$ # ## # ## # #.$$ # ## # ##$#.# ## $ # # # ........... # # # # ##$#.#@##$## # # ##$ $ .#$ $ # # # $ . ## ### #### ##$##$$## # # ## ############# Room 73: ##### ### ## # # # $$ #$######## ## #$ $ $ # # #....# $ # #....@# ###$## #....$# $ $ # #....$ $# # ##### # $#$## ##### $ # ### # ##### Room 74: ##### ###### # ### # ## $ $ #$ #$# # $ @ $ $ ## # # ## #....# # ## $ #.##.# ## $ ....# # $$ #$#....# # # #$ ## ##### $ # #### ## #### Room 75: ######## # # ### ### # $ $ ### # #$$ # # # ##$# @ $ # # $$###$ ## # $# ## ## # #$ # ...## # $ #.....# ## .....## # $# #### ## # ##### Room 76: ######### # # # ### #$ $ #### # $ ##..# ### # # $ #..$ $ # # $$ $#.. # # ## # ...#$ # #$ @ #...# $ ## # #...$ ## # ##$ ### # # $ ### # ######## #### Room 77: ######### # # # $ $ $# ## #$## # # .. ..## ##.. .. # # ##$# ## #$ $ $ # # @# ######### Room 78: ######## #......# # $ # ## # $ # $ # ##$ $ $ # # @ # ######## Room 79: ###### #### ###### # # $ # # # $ #$$ $$ # # $# #..#. # ##$ # #...*.## # $ # $ ..##. # # #$ $ #..... # # # # #### # $# # @## # $# # # #### $ #### # ### #### Room 80: ###### ##### # # # $ $# # $ # $ ### ## # # $ ## # $# @ # # # $ $# $$ # # $ #$.*. ### ## # $...## #### #....# # ....# ######## STAGE NINE [ Z.0945 ] ---------- Password: MELROSE! Room 81: ####### #. . .# # $$$ # #.$@$.# # $$$ # #. . .# ####### Room 82: ####### # # # #### # $ $####### #### # # ....... $# # ## # ###.### $ # # ## #.#@#$## # ## ###$ #.# # # ## # $#.# # # # ##$ #.# $#$ # ###### $ # # # ## #$# ####### # # ####### Room 83: ###### ####. @# # $$$ # #.##.##.# # $ # # $.# ## #### # ##### Room 84: ########## ### . # # ##$## # # @$. . .$## ## $##$## # # . # ########## Room 85: ###### #. ..# #. $.# ### $## # $ $ # # #$## # # @ # ######## Room 86: ######## #### . # # $ $ $. # # .####.## # $.$ $ @# # . #### ####### Room 87: ######### ### # # # $. * $ # # #.#.#.# # # $ $@$ $ # # #.#.#.# # # $ * .$ # # ####### ##### Room 88: ####### #..$..# #..#..# # $$$ # # $ # # $$$ # # #@ # ####### Room 89: ####### # # ##### # ## ##### # #$ $ $ # # # # $ $ # # ## $$ ###$### # # $ #....# # #@#$$ ##....# # # $ #....@ # ## ## #....# ## #$$# ## ### # # $ # ############ # #### Room 90: ##### #### #@ ######## # ## $ $ # # # # #### # # $ ####$## #$ ## # $ $ # ## $ $# # # # # # # #####$#### ##### # # #... $ # #....# # #....#### ###### STAGE TEN [ Z.0950 ] --------- Password: RODEO!?! Room 91: ######## # # # $ ##### #### $ # # ##$# $ # # @# # ##### ## ## $ $ $$ # # # # # # ## ############ #....# #....# ###### Room 92: ##### ## #### # ..* $ # #### #.# # # .*.#@## # #$##$## # # $ $ # ## # ### ######## Room 93: ######## #... ######## #.... $ ## #.....## $ #$ # #.....# # $ # #######$ ## $ ### # ### $ # # $ # $ # $ # # ### ## # #### # # $ $ # # #### #$# ##$ # #@$ $ $ # ##### ####### ##### Room 94: ######### # # ########## # $ $ # #....# ## $ $ $ $ #....# #@$ $ $ $ $.*.#.# # $ $ $ $ $.*.#.# ## $ $ $ $ #....# # $ $ # #....# # # ########## ######### Room 95: ########## #.. # # #.. # #.. # #### ####### # ## # # # # ## # # #### ## #### ## # $ ##### # # # # $ $ # $ # # @$ $ # ## #### ## ####### # # ###### Room 96: ######### ### # # #@$ $ $$ # ### ###### # #.### ## ##$ # #.....*. ## $ # # *## #$ # $ # # # $ ......# ## $## ######### # $ #### # $ $ # # # ####### Room 97: ################ # # # # ###### # # # $ $ $ $# # # # $@$ ## ## # # #$ $ $###...# # # $ $ ##...# # ###$$$ $ ##...# # # ## ##...# ##### ## ##...# ##### ### # # ####### Room 98: ####### ##### # #### $ $ $ $ # # # $ ### # # @ #$ # # ### ### # # #.....# $$ # # #.....# $## ##$#.....$ # # ## # ### # $ $ $$ # ## ##### # #### #### Room 99: ######## #### #...# # #$ ...##### #### $ ##.... # # $$#$ ##.... # # $ ####### ## # ### $##### $ # # # $ #@# $ # ## # $ $$ ### # # $ # ### ### ## ### ## # ####### Room 100: ########### # ##....##### # $ ...## # ###$$ ..### # # # ##...##$ # # # ### ## ## # $ $ $ # # # # # # # $ #$ # # $$ # $# ## ### ## # ## #@ # ######### STAGE ELEVEN [ Z.0955 ] ------------ Password: WESTWOOD Room 101: ##### #...######### #...# # ### #...$ # $ ## ###...# $## $ # # ...#$ #$# $@ # # # $ #$ $ #### ## # # # $ # # #### $ $ ### # #### $ ## #$ ## # ####### #### Room 102: ########## ## ## ##### ## $ # $ $ # # $## $$# # # $ # # #$#### ##### # # # ....... @ ## ## .*.*.*. # ## # ###### ### # # #$ $ $ # # ############# ##### Room 103: ##### ##### # # .. $# # # #.* # ## *.#$ ## # $ $ # # ## @# ######### Room 104: ##### ####### # ### # # # $ $ @ # ## #$##.## # # ...*. $ # # $# #.# # # ## $ # # ######## #### Room 105: #### # ###### # # # # $$ # #######$# # # # #.*.. ###$## # #.#*.$ # # #.#.*# # # # $$....# ##### # @$ # ## # # $$$# # # ###### ###### Room 106: ############ # . # # # $* # $ # # #. # ### # ##.# # ## ##.# $ ## # # .#$# # # @ # . $ # # ## *$$# # # # . ## # ######## ##### Room 107: ############ # ... $ # # $$$*** $@# # ... $ # ############ Room 108: ##### #...# ##### #...### # #.... $$##### #.... # # ## #..#$#### #$# # ## $ # $$ # # $# @ $ $$# # # $ $ $ # $ ## # # $ ## # ###### ###### ##### Room 109: ##### # # ###$.$##### # . $ # # ##$## @ # # . ##### ### . # # # ##### Room 110: ####### # # # # $$ # ###### $# # #...### # ## #. # $ # # #. $ $ $ # #. # $ # # #...### # ## ###### $ # #@ # # ####### STAGE TWELVE [ Z.0960 ] ------------ Password: WILSHIRE Room 111: #### # ### # $ ### # $ $ ### # $ $ $ ### # $ $ $ # # $ $ # ## # $ ## $$$ # #@ #### ## ## # #.$$$$$.# # ###.......# # .******.# ####........# ########## Room 112: ############# # $ $ $.*..# # $ $ $ *...# # $ $ $.*..# # $ $ $ *...# # $ $ $.*..# # $ $ $ *...# # $ $ $.*..# # $ $ $ *...# # $ $ $.*..# #@$ $ $ *...# ############# Room 113: ################## # ## #...# # $ $$# $ #...# # $ #$##$$ #...# # $$#$ @ ...# # $ $ $#$ #### .# # ## $...# ################## Room 114: ############## # ## ......# # ### ..#.# # # $# ..##. .# ## # $# # # # $ $ # ## # $# # $###$ # #@ # # $ # # # $# ##$# #$ # # $ # # ### # ##$ ## ##### # ####### Room 115: #### ######## ##### # # # # # ## # #### ## # # ### # ## # $$$# # # # $ $ # # # # # #$# @# ## #### $ $ # $ # # $ ##### ### $## # ........... # ### ####### ## #### #### Room 116: ##### ### ### ## @$ $ # # ## ## ## # $.#.$ # # #.#*# # # $... ### ###$# ### # # ##### Room 117: #### # ##### ##$ ## # # $@$ # # ##$ # ###.## ### #...$ $ # ##.. # ######## Room 118: ##### #### #...# # #### #...### $ # #....## $ $### ##....## $ # ###... ## $ $ # # ## # $ # # ## # ### #### # $ # #$ $ # # $ @ $ $ # # # $ $$ $ ### # ###### ### # ## #### ### Room 119: ######### # ## # # # $ $ # # *.# # ## #.@.## ##$###*### # # # ## # # ###### # ##### Room 120: ######## #### ###### # ## $ $ @# # ## ##$#$ $ $## ### ......# $$ ## # ......# # # # # ......#$ $ # # # ...... $$# $ # # $ ### ###$ $ ## ### $ $ $ $ # # $ $ $ $ # ###### ###### ##### STAGE THIRTEEN [ Z.0965 ] -------------- Password: VENICE?? Room 121: #### ####### # # $ # # $##@$# ##$#...# # # $... # # #. .# ## # # #$ # #$ $ # # ####### #### Room 122: ######### ### ## ##### ### # # #### # $$ #$ # # ... # # # $#@$## # #.#. # # ## #$ # ... # # $# $ # # #.#. # # ## ##$ $ ... # # $ ## # #$#.#. # ## $$ $ $ $... # #$ ###### ## # # # ########## ##### Room 123: ######### # # # # # #####*### ## # ... # # # #*###$## # $ $ # #####@ # # ######## Room 124: ##### ###### # ### . $ # # $ #$.#$## # # @.# # ## ####. # # $ #*#### # ## #. # # .# # ###$ # # ##### #### Room 125: ###### ##### # #### # # $ $ # # ## # ### $ # #$$ ###$# # ## # ... # # # $ $...# # #####..### # @# #### #### Room 126: #### #### ### # # # #### $ ### $# # $ $ # ### ## $ $ $# # # $ ## # # #$$$$# $$ $ # # $ $$ #### ##### #### $ @## .....# # $$## #### ....## # $ #....## ..### # # $....###### #### ....# ######## Room 127: ######## # # # ###### $$...# # #...# # ######$#...# ## # #...# # # #$ $ ##### # # $ $ $ # # @ $ # # #####$ $$ # # # ####### Room 128: ################## # ##...# # # #$#$# ###... $ # # @$ $ ..# $ # #####$#$# # .. ### # $ $ # ###### ## # # # # # # # ####### # ######### ##### Room 129: #### ##### ##### # $ $ # # $#$## # ### #.*. ### # ... @# ## #$### # # ##### Room 130: ######### # ...# # # ...# # ## ..# ###### $ $ ### #...$ $ $@## #..# $ $ $######## #...# $ $ # #... $ $ #$#$## # # #### $ $ $ # # # # ## $ $ # #### ## ####### ##### STAGE FOURTEEN [ Z.0970 ] -------------- Password: FIGUEROA Room 131: ##### # @ ###### # #..* # # ...# # ##$## $ $ # # #$##### # $ # ##### # # # # ##### Room 132: ###### ### ## # ## # ###$## # # ## ..# # # $#$#*.# # # $$@ $.*# ### # $$ #..# # ## #..$ # ###$##. # ### # ### # ## ## ####### Room 133: ###### # # ##### ### ## # #.. ##### $ # # #.. $ $# # #.. ## ## # # #.. ## $ #$ $# # #.. # $ # # #.. # $ ###$ # #.. # $ $ $ ### ### ## # $ # # #@## $ # ######### ## #### Room 134: #### ######### ## ## $ $ ##### # ## ## ##...# # #$$ $ $$#$##...# # # @ # ...# # $# $$$## ...# # $ $$ $ ##....# ###$ ####### # ####### #### Room 135: ##### ##### ##...###### ###### # ....## # $ ## # # . ..# # $ $$ # ##....# $ ## ### # #....# $ # ### #$##### ### # # # ## # ### ## # $$$## # $$@ $ # # $ ## # ## $ # ## # ##$ ##### # # $ $ # ###### # # # ########### Room 136: #### #### # #######..### # $ $ $ #....# # $ $$ #***.# # $ $ $ #..*.# # $ $ $ #*.*.# ## $ $ $ .*.*.## # $ $ $ .*.*.@# # $ $ $ #*.*.## # $ $ $ #..*.# # $ $$ #***.# # $ $ $ #....# # #######..### #### #### Room 137: # ## ### # # ######## # # # $ $ $ $ # ## #.#.#.#@$# ###....... ## ## # # # #$## # $ $ $ $ # ######## # # # # ### ## Room 138: # ##### ### @ ### # $ $ # # *.*.* # ## .$.$. ## ### *.*.* ### #### $ $ #### ###### # ## ## Room 139: ############## # @ * * * # ## #$# * * # # # # * * * # # # * * ## ## # # * * * ## # # # * * ## # # # * * * ## # # # * * ## # # # * . * ## ## ## ########## # # # # ######### # ##### #### Room 140: ############# # # ## # #$$$ # $$ $## # $ # .... # # $ #$.##. # # # $# ....## ##$ $ #$.##. # # $ $ @$.... # # ### ###### ##### #### STAGE FIFTEEN [ Z.0975 ] ------------- Password: SUNSET Room 141: ######### # # # $#$# # ###### # $ # # # $ $ # ## $ ### # # #$#### # # $ ### ### #####.. @# ## #...$ $$ # #...# # #...###### ##### Room 142: #### #### #### # # $ #### #... $#$ # # ##.#. # $ # #..... ###$ # #....#$# $ ## ###$## $$ # # # $ # # $ @$ ### ####$# ### # # ##### Room 143: ##### ####### # # ##. # # $#.. ### ## ...#$$ ##### # $.#.$ # # $###$## # $ # # # $$# # ##$$# ##$#$ # #... $@ $ ### #...#$# ### #... ##### ####### Room 144: #### ###### # #### # ##* * ** # # $ * *# # # . ### # ###### #@## # * . * ** # # # # # ##* * #$# # # ##### # #### ##### Room 145: ####### # # # $ $ ## #####..##### ######..*. $ # # $@$....#$$ # # $ #$### # ##### ### ### #### # # #### Room 146: ##### ##### # # $ @ # # $ #.##### ##$ ##.## #### # ..... $# # # $##.## #$ # # #.## # ### $ ##### ## # #$ $ # # ### # ###### ##### Room 147: ##### # # ########## * ### # . # # $$$$****$...@# # . # ########## * ### # # ##### Room 148: ####### # .$ ### # .$.$ # #*$.$.@ # # .$.$ ## # .$ # ######## Room 149: ##### # @ # # $ # #$.$# ###.$.## ## .$.$.### # $.$.$ # # . # ########### Room 150: #### ###### ##### #@$ $ $ # #$### $ # # # # # # $ # # $# # ### # $ #$# # #......... # ######## # ##### STAGE SIXTEEN [ Z.0980 ] ------------- Password: ORANGE Room 151: ##### # ## # $ ######### ## # # ###### ## # $#$#@ # # # # $ # $ # # ### ######### ## # ## ..*..... # ## ## ## *.*..*.* # ## # $########## ##$ # # $ $ $ $ # # # # # # # ################### Room 152: ######### # ## #### # $ # ##$### ## # # ## * # ## # $...... # ## ### . # # # $###$# # # $@# #####$# #### # # ##### Room 153: ######### # # # # $$$$$ # ## $ $ $ # # $ @ # # $ #### ## # #..... # ## ..... # ########## Room 154: ##### # ###### # $ .. $ # ##$ ..$$@# # .. $ # ######### Room 155: ##### # ###### ###$#. # # $ ...# $ # #@ $.#*$ # #### #### ###### Room 156: ####### # * # # @.$ # # $. # #*.***# # * # # $*$ # # . # ####### Room 157: ##### # @ # # $ # ### . ### # * # # ***** # # * # ###$*$### # . # # * # # . # ##### Room 158: #### ########## # ###### # ..# # $ ## $# # ..# # $ # $ # ..# # $ ##### # # ..# # $$ $ $$ # ..# #@ $ $..# # $$ $ $$ # ..# # $ ##### # # ..# # $ # $ # ..# # $ ## $# # ..# # ###### # ..# #### ########## Room 159: ########### # # # # $@$$$$$ # # # ##### ##### #. # #. # #...# #. # ##### Room 160: ############## #. # #.$ $ $ $ $ # #.######### # #.#.* $ ..$*## #.# $ $ *.$@# #.#. $ ..$$# #.#########.# #. # #.#$#$#$#$#$# #. # ############# THE END [ Z.0985 ] ------- Password: !AYASAM! This password will allow you to select any Stage in the game to start on. Once you've inputted the password, you will be taken to a shot of Room 1. Press A to advance to the next Stage, or C to go back one Stage. When you've reached the Stage you want to start on, press Start. The game will pause, but press Start again and you'll start in the first Room on that Stage. Note that when you input this password, you'll still have the music from the title screen playing, instead of the music that normally plays during gameplay. (Once you clear a Stage, the next Stage will begin playing the usual gameplay music.) Now, this leads to an interesting point. If you do a search on Shove It! at video game Websites, you may get passwords for Stages 17 through 25 as well. The thing is, Stages 17 through 25 don't exist. What I'm guessing happened is that people just copied the passwords directly from _Electronic Gaming Monthly_ issue 12 (where they first appeared) without verifying them. This can be verified by the posted passwords containing the same mistakes as was found in _EGM_ 12. (Slashes instead of exclamation marks, RODEO misspelled as PODEO, no exclamation mark after MELROSE.) Why would _EGM_ publish passwords to Stages that didn't exist in the game? Well, _EGM_ kind of made a reputation for itself by publishing reviews and codes for pre-release games. When some games were released to the public, codes that had been published in _EGM_ wouldn't work in them for some reason, likely because they only worked in Japanese or pre-release versions. (I can recall an invincibility code from Cabal for the NES being among these.) More evidence that _EGM_ was working on a pre-release version of the game is on page 5 of the Shove It! instruction manual, which has a screenshot of Room 211. Room 211 is actually the same as Room 135 in the release version, only with different graphics (the same graphics as Stage 1's Rooms.) I'm guessing that due to space considerations, DreamWorks Interactive had to reduce the number of Rooms in the game from 250 to 160, and thus reduce the number of Stages from 25 to 16. The change never got to the manual printers, _EGM_ or anyone else until it was too late. ----------------- | ACKNOWLEDGMENTS | [ Z.1000 ] ----------------- Some material was taken directly from the Shove It! instruction manual, written by Dreamworks Interactive. Passwords were taken from _Electronic Gaming Monthly_ issue 12, although I had to correct some of them (see Z.CODE section 0985). Historical information on Sokoban used in the Introduction came from Murase Yoshio's Sokoban page, at http://www.ne.jp/asahi/ai/yoshio/sokoban/main.htm. ------------- | FINAL WORDS | [ Z.1100 ] ------------- Thank you for reading. And if you need any help solving puzzles, just go to http://perso.wanadoo.fr/paul.voyer/sokoban/solveur.html. Copyright (c) 2002 Sean Shannon, all rights reserved