_____ _ _ ___ |_ _|| |_| || _| | | | _ || _| |_| |_| |_||___| _______________________________________ /____ /\ ___ \ ___ \ _\ __ \ / / \ \ \ \ \ \ \ \ \ \ \ \ / / \ \ \ \ \ \ \ \ \ \ \ \ / / /\ \ \__\ \ \__\ \ \_\ \_\ \ / / / \ \ _____\ _____\ _\ /_ / / /____\ \ \ \ \ \ \ \ /\ \ / /__________ \ \ \ \ \ \_\ \ \ \ /______________\__\__\ \__\ \____\__\ \__\ ____ ___ ____ | __|| || | | _| | o || [] | |_| |_|_||___ \ \_\ +-------------------------------------------------------------------------+ | The Zapper FAQ | | Version 0.90 | | by SpoonDog | | spoondog@inetnow.net | +-------------------------------------------------------------------------+ SPECIAL NOTICE: CHECK THE DUCK HUNT SECTION OF THE FAQ BEFORE EMAILING ME ANY QUESTIONS REGARDING DUCK HUNT. +-------------------+ | Table of Contents | +-------------------+ FORMALITIES 01. Revision History 02. Introduction THE ZAPPER 03. General Information .01 The Zapper .02 Zapper Games .03 Zapper Clones .04 Zapper Quirks .05 Zapper: How it Works .06 Zapper Manual ZAPPER GAMES 04. Adventures of Bayou Billy .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual 05. Baby Boomer .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual 06. Barker Bill's Trick Shooting .01 Synopsis .02 Manual 07. Chiller .01 Synopsis 08. Duck Hunt .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual .04 Scoring .05 Frequently Asked Questions 09. Freedom Force .01 Synopsis .02 Tips, Tricks, and Codes 10. Gotcha! The Sport .01 Synopsis .02 Tips, Tricks, and Codes .03 Gotcha! The Movie 11. Gumshoe .01 Tips, Tricks, and Codes .02 Manual 12. Hogan's Alley .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual 13. Laser Invasion .01 Synopsis .02 Tips, Tricks, and Codes 14. Lone Ranger .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual 15. Mechanized Attack .01 Tips, Tricks, and Codes 16. Operation Wolf .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual 17. Shooting Range .01 Tips, Tricks, and Codes 18. To The Earth .01 Synopsis .02 Tips, Tricks, and Codes 19. Track and Field 2 .01 Help .02 Tips, Tricks, and Codes 20. Wild Gunman .01 Synopsis .02 Tips, Tricks, and Codes .03 Manual CLOSING 21. I Need Your Help! 22. Credits +-------+-----------------------------------------------------------------+ | 01.00 | Revision History | +-------+-----------------------------------------------------------------+ v0.1 (01/08/99) - The Duck Hunt FAQ v0.5 (06/15/99) - Converted the Duck Hunt FAQ into the Zapper FAQ, layout changes added a lot of Zapper Games, lots of information, etc. v0.7 (06/20/99) - Wrote more a few more synopsises, added Lone Ranger code, added manuals. Changed a few minor things here and there. v0.8 (06/24/99) - Added The Zapper; Zapper Games; Zapper Clones; Zapper Quirks; Synopsis for Laser Invasion; minor spelling fixes, reworked ASCII title. v0.85 (07/07/99) - New Zapper Game: Track and Field 2; Codes for: GumShoe, Laser Invasion, Lone Ranger, and Track and Field 2; Gotcha! Movie v0.90 (05/20/00) - Zapper - How it Works Section, New FAQ answered for Duck Hunt, Special notice on Duck Hunt on the top of the FAQ (stop emailing me inane questions!), Slight update on Freedom Force synopsis, Slight update to Zapper general info. +-------+-----------------------------------------------------------------+ | 02.00 | Introduction | +-------+-----------------------------------------------------------------+ Almost all NES users owned a Zapper. There is little information on this widely owned peripheral. I decided that since no one else was compiling information, I might as well do it. I scrapped the idea that I had of doing individual FAQs for each of the games, as there really isn't that much to them. So here is the successor to the Duck Hunt FAQ: The Zapper FAQ! (Fanfare) If you have any questions, comments, suggestions, or info to add email me at spoondog@inetnow.net. +-------+-----------------------------------------------------------------+ | 03.00 | General Information | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 03.01 | The Zapper | +-------+--------------------------------------------------------------+ The Zapper was a light gun produced by Nintendo for the Nintendo Entertainment System. It was released in 1985 along with the launch of the NES. At that time the body of the Zapper was grey, but soon after the color was changed to orange. Unlike most modern light guns, it operated without a sensor on top of the TV and did not need calibration. It was suprisingly accurate despite this. The Zapper also emitted a very distinctive "KA-PANG!" when the trigger was pulled. +-------+--------------------------------------------------------------+ | 03.02 | Zapper Games | +-------+--------------------------------------------------------------+ There appear to be only 17 games released in the U.S. that utilize the Zapper. Here is a list of them: --- Slightly edited from "NES Rarity List v 4.0" by Mike Etler (mikeetler@aol.com). Title Company Rarity Controller ----- ------- ------ ---------- Adventures of Bayou Billy Konami C- Gun Opt Baby Boomer Color Dreams B- Gun Opt Barker Bill's Trick Shooting Nintendo C+ Gun Req Chiller American Game Carts Inc B+ Gun Opt Duck Hunt Nintendo F Gun Req Freedom Force Sunsoft D Gun Req Gotcha LJN C Gun Req Gumshoe Nintendo C+ Gun Req Hogan's Alley Nintendo D Gun Req Laser Invasion Konami B- Gun Req Lone Ranger Konami B- Gun Opt Mechanized Attack SNK C Gun Req Operation Wolf Taito D Gun Opt Shooting Range Bandai B Gun Opt To The Earth Nintendo C+ Gun Req Track & Field 2 Konami D Gun Opt Wild Gunman Nintendo C Gun Req Rarity Key: ----------- F = Unbelievably Common E = Very Common D = Common C- = Borderline Common C = Uncommon C+ = Not Quite Rare B- = Borderline Rare B = Rare B+ = Much Rarer A- = These Will Require A Lot Of Looking A = A True Conversation Piece A+ = VERY Limited Production PROTO = Verified Prototype Exists NR = Not Released, Possible Prototype +-------+--------------------------------------------------------------+ | 03.03 | Zapper Clones | +-------+--------------------------------------------------------------+ There is only one Zapper clone that I know of: LaserScope - This Zapper alternative by Konami you strapped to your head! It is also sound operated. So instead of pulling a trigger you were supposed to yell "Fire!". From what I hear it is not very accurate. Gimmicky, just like the Power Glove. +-------+--------------------------------------------------------------+ | 03.04 | Zapper Quirks | +-------+--------------------------------------------------------------+ If you put your 'brightness' and 'contrast' all the way up on your TV, the Zapper game will think that you got a hit, whenever you pull the trigger. This is said to work on: Duck Hunt, Gotcha!, Hogan's Alley, and Wild Gunman. (any others?) (I have heard this from several sources, but it doesn't seem to work on my TV, so I cant confirm. Maybe it does not work on all TVs?) +-------+--------------------------------------------------------------+ | 03.06 | Zapper: How it Works | +-------+--------------------------------------------------------------+ From The Zapper Manual: "The Zapper works by receiving the light from the screen. The contrast and brightness controls of the TV must be adjusted properly or the shots may not register. (The characters should be as bright as possible while the background areas should be as dark as possible.)" My Theory: I'm no expert, but I'm going to take a guess. Keep in mind this is ONLY a guess. When you pull the trigger, the game graphics where the target is turns into a white block. My guess is that in the barrell of the Zapper there is a light sensor of some kind that can see these white blocks and indicate a hit or miss. This may be why having too high/low contrast/brightness settings can screw with the Zapper's accuracy. Although how it distinguishes the different blocks is beyond me. Maybe my theory is all wrong. But it is only a guess. From Zerothis: This is the way it was explained to me: The guess that the Zapper sees a white sprite is a simple way of saying it, but basically correct The original light gun was for the Magnavox Odyssey (NOT the Odyssey2 or even the Odyssey 100) It simple registered a hit if certian threshhold of light was present at the time of the trigger pull SO, you could just point it at a light, any light, that was bright enough. The rest of the screen was always off an just a white dot appeared Later models checked the light to verify it was accually comming from the screen, is not to difficult for a programmer to do this since a TV screens update is standard and the update speed of the video ram in the system is known. Also since later games where had more than 2 color graphics it became nessiccary to shut off the graphics and place white sprites in the proper areas of the screen at the exact moment the light censor was looking. But this still has the limitation of a certian threshold of light can regester a hit, if it's from the screen. Also it's impossible to tell one white sprite from another. Try this with the Duck Hunt coin-op, put the gun right up against the screen at the bottom, where the grass is. Fire to hit the Duck, always works. What can be done, the white sprites must flicker at a prescribed rate and/or remain on screen for prescribed amount of time. These two thing can be measured from the data the sensor in the gun returns. By the way PC has no light gun, too many monitor/video card combinations. If you wish to accually seem these white sprites in action, play Baby Boom. There are so many things to shoot, that the longest time the 'last' white sprites stay on screen is perceptible to the average human. Next comes the 'modern' light guns, They can sense the position of the white sprites relitive to their feild of view. This is why they have the larger barrels. This is also why they must be calabrated. I suppose this new methode could be combined with the old methode to produce some amazing games where the game could know the distance, position, and angle of the gun from the screen. This could be used to make very realistic 3D shooting games where distace to taget accually had reallistic effects like gravity, vicosity and wind (not just the size of the enemy graphic). This would dicourage players from putting the gun against the screen, they'd only gain at most 25 feet closer to your oponet, since the game knows where the gun is it could just electronically move everything back 25 feet. Add another device, a box sitting on top of the TV, and a reciever the player wears and enemies in the game could accually shoot back (electronically of course) forcing the player to run around the room, dive behing the couch and so one. This also, would discourage the player from walking right up and putting the gun on the screen. And of couse the ultimate would be to add 3D glasses, you could watch the illusion of a vapor trail shoot from the barrel of your light gun into the screen then continue the target. So what does the sensor on top of the TV do you ask. Well it basically just becomes a pain in the ass! It's a plain vannilla run-of-the-mill infa-red reciever, JUST LIKE ANY OTHER WIRELESS CONTROLLER. The benefits of these IR recievers include interference, blocked reception, two extra lenses to get dirty, data delay and data loss, any of these can happen just at the right moment to ***** you and messup your game. Believe me, the wire hanging of the Zapper is far better setup. Of course 'the ultimate 3D gun game' I described above could not be done with a wire, neither would an IR reciever work reliable with the players running around the room. A 900mhz reciver would work best. I'm not sure the FCC allows the use of 900mhz for 'toys' however. I think it's only authorised for voice transmission with restrictions on that too. +-------+--------------------------------------------------------------+ | 03.06 | Zapper Manual | +-------+--------------------------------------------------------------+ US-2 Zapper - a whole different caliber of excitement! Nintendo Entertainment System(r) --- Zapper(r) Instruction Manual The Zapper is a new type of light gun that challenges your reflexes and quick judgment. It combines a light-sensitive gun with video-game fun. To play with the Zapper, you need: 1) The Nintendo Entertainment System(r) (NES) 2) A Light Gun Series Game Pak Need help? Nintendo consumer assistance telephone hotline 1-800-422-2602 (Mon to Fri, 8:00 AM to 5:00 PM, Pacific time) Nintendo of America Inc. (c) 1988 Nintendo --- 1. Connecting the Zapper to the NES [TV --- NES Control Deck --- Zapper] *Important! Insert the Zapper's connector into Controller Socket 2. (It will not work if connected into Controller Socket 1.) Note: Your NES Control Deck should be connected in accordance with the directions given in the NES Instruction Manual. --- 2. Operation of the Zapper - Range: Approximately 6 feet The range of the Zapper depends on the size of the TV screen, the TV adjustment, and surrounding light. - Target: TV Screen The Zapper works by receiving the light from the screen. The contrast and brightness controls of the TV must be adjusted properly or the shots may not register. (The characters should be as bright as possible while the background areas should be as dark as possible.) - How to Aim Point the Zapper toward the target and aim so that the target, the front sight, and the rear sight are all aligned. - Game Selection Point the Zapper away from the screen and shoot. The arrow will move from one game to another. When the arrow points to the game you want, shoot directly at the screen. The game will start. --- 3. If the Zapper does not operate Check that you have plugged the Zapper connector into Controller Socket 2. If the TV if not adjusted properly, the Zapper may seem unresponsive. If this occurs, use the TV controls to adjust the brightness and contrast. Make the game menu as bright as possible while keeping the background as dark as possible. The Zapper may not work properly if the sun or some other strong light is shining on the screen or on the Zapper itself. In such cases, you may need to close the curtains, turn off the strong light source, or face your TV in a different direction. - Precautions: 1) Do not pull or tug on the Zapper cored, or swing the Zapper around. 2) Do not drop or strike the Zapper. Use it with care. 3) Do not point the Zapper toward the sun. --- 4. Care of the Zapper To clean the Zapper and its lens, use a soft, dry cloth. Do not wipe the Zapper with volatile cleaners such as paint thinner, benzene, or alcohol. +-------+-----------------------------------------------------------------+ | 04.00 | Adventures of Bayou Billy | | | Publisher: Konami | | | Release: May, 1989 | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 04.01 | Synopsis | +-------+--------------------------------------------------------------+ This game attempts to be 3 different games and fails to be 1 good game. The three parts are fighting (Double Dragon-ish), driving (sorta like Roadblasters), and shooting (like Operation Wolf). As I just mentioned the shooting part with the light gun is a lot like Operation Wolf. You scroll through a swamp and a bunch of men run around shooting/thowing things at you. The shooting stage only takes place during stage 7. +-------+--------------------------------------------------------------+ | 04.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT GZOVLLVG Infinite lives PEKVIZYA + SXOOUKVK Infinite energy AAETAGZA Start with 1 life IAETAGZA Start with 6 lives AAETAGZE Start with 9 lives PAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 2 ZAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 3 LAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 4 GAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 5 IAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 6 TAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 7 YAEVZGAA + UYEVGKPU + AAEVAGGA Start on level 8 +-------+--------------------------------------------------------------+ | 04.03 | Manual | +-------+--------------------------------------------------------------+ HOW TO PLAY THE ADVENTURES OF BAYOU BILLY CONGRATULATIONS! You now own the authentic Konami home version of The Adventures of Bayou Billy, one of Konami's many original designs for the Nintendo Entertainment System. We suggest that you read this instruction manual thoroughly before playing the game. TABLE OF CONTENTS INTRODUCTION/HOW TO PLAY ........................................ THE HERO AND THE HEROINE ........................................ THE CONTROLLER .................................................. STAGES I-IX ..................................................... WEAPONS ......................................................... SURVIVAL GEAR ................................................... HOW TO CONTINUE ................................................. ATTACK VEHICLES ................................................. MAIN CHARACTERS ................................................. TAKING CARE OF YOUR GAME ........................................ HOW FAR WILL YOU GO FOR THE GIRL OF YOUR DREAMS? A long, black cottonmouth quietly snakes across the porch of your Bayou Bungalow, his moist back shining in the moonlight. But you pay no mind to your visitor. You're too lost in love after walking your best girl, Annabelle (the sweetest honey this side of a bee's nest), home from the Jambalaya Jamboree, where you romantlcally bobbed for crawdads and shared a bowl of fillet gumbo. You're also satisfied from smashing Gordon's (the gangster king of Bourbon Street) Red Bean 'n Rice Warehouse, the fabled headquarters of a global smuggling network. Suddenly, a speeding limo peels across your moss infested lawn. Bullets strafe your gutters, scaring birds from their roosts and driving you to the ground. When the smoke clears, you see a rock beside your head with a note attached. It reads: "Dear Mista Bayou Billy, Cause of your meddlin' in my livelihood, I've taken measures to end your hankerin' for bravery. Your cherished Annabelle is hold up here on my plantation and lessin' you stop messin' with my business she ain't never gonna grace your neck of the swamp again I Threateningly yours. Gordo." You crumple the note and holler like a riled gator. Fire dances in your eyes, and sweat beads on your hands and forehead. You reach for your foot long blade, knowing what you must do. HOW TO PLAY Rescuing your beloved Annabelle is anything but easy, and you'll have to be willing to make the ultimate sacrifice for the ultimate Cajun Queen. Nine perilous stages await your backwater courage, as you tangle with maneating crocodiles pistol totin' henchmen and armed limos. You've even got to be on the lookout for bomb dropping Cessnas (and you thought pigeons were a menace). Along the way, from the slimy swamp to the Gangster King's rat packed piantation, be sure to pick up weapons and supplies left behind by ruthless gang members. To begin, choose the game you wish to play - either Game A or Game B - on the title screen. Do so by moving the Cursor using the Select Button, and then press the start Burton. If you select Game A, you'll use the Gun System during Stage 7. If you selecrt Game B, you'll use the Controller during Stage 7. (For details on how to use the Gun System, see the gun handling manual from your Nintendo. To use the Controller as a firearm, see page 6 of this instruction book.) You can also choose the Training Mode. During this mode you'll practice street fighting, gun shooting or car driving. The final option offered on the opening screen is the Game Sound Effects mode. In this mode you can listen to all of the music and sound effects from the game. To operate, simply move the cursor up or down using the Select Button to pick your favorite tune. Start the music by pressing the B Button. Stop it by pressing the A Button. The game ends when the life meter of your third and final man dwindles to zero, or when you rescue Annabelle from the clutches of that mafia menace. By the way-if you're wonderin' if all this fightin' and a drivin' and a shootin' is worthwhile, just ask any red blooded fella who's ever seen Annabelle. He'll tell ya that the risks are well worth the reward! THE HERO AND THE HEROINE Bayou Billy Raised by a family of gators, you've grown into a legend. You're a regular swamp superhero and all the southern belles love your brute strength and Cajun charm. Of course, your heart is reserved for only one belle. Annabelle Bon Vlvant An ex Miss Louisiana Annabelle is a cross between Scarlett O'Hara and Ellie May Clampett. She's the most beautlful babe in the bayou, a three time cover girl for the glamour magazine - Swamp Digest. THE CONTROLLER AND ITS FUNCTIONS - CAR DRIVIN' Press the Control Pad DOWN to decrease speed or UP to increase speed, Press the control Pad LEFT or RIGHT to move left or right on the screen. Press the A Button to toss dynamite at the Gangster King's attacking aircraft. Press the B Button to blast enemy limos or other otistacies that stand in your way. - STREET & SWAMP FIGHTIN' Press the Control Pad LEFT or RIGHT to move forward or backward. Press the Control Pad UP or DOWN to move up or down on the screen. Press the Select Button to switch to the gun mode. Press the A Button to kick. Press the B Button to punch, snap the whip, fire the gun, slash with the knife, etc. Press the A Button together with the B Button to jump-kick. GUN SHOOTIN' Remember, if you're in Game A, use the Gun System, and if you're in Game B, use the Controller as a firearm. If using the Controller, press the Control Pad to line up the gun sight with the enemy, and press the A Button to fire. FROM THE SWAMP TO YOUR SWEETHEART - STAGE 1 Bayou's Backyard - STAGE 2 Deep in the heart of the Dixie Swamp (Gun shootin' Stage) - STAGE 3 Gator Alley - STAGE 4 1-10, the to New Orleans (Car Drivin' Stage) - STAGE 5 Superdome Drive (Car Drivin' Stage) - STAGE 6 The French Quater (Ooo-La-La!) - STAGE 7 Gordon's Gateway - AKA: Murderer's Row (Gun Shootin' Stage) - STAGE 8 Hitman's Yard - STAGE 9 The Perilous Plantation Parlor WEAPONS After whompin' certain henchmen, they'll drop a weapon. Be sure and pick up these armaments to defend yourself. NOTE: You can only carry one weapon at a time, with the exception of the gun - which you can carry as long as you have bullets. The Magnum To use, press the Select Button. Press the B button to fire. The Foot Long Blade The Ugly Stick The Whipper Snapper SURVIVAL GEAR If a gangster drops this gear, be sure to grap it. If not, you may find your Life Line cut short. Raw Meat Replenishes your Life Line. Bullet Proof Vest Partially eliminates damage inflicted by the bad guys First Aid Box Replenishes your Life Line Bullets Collect these babies for extra ammunition Hourglass Prevents your bullet supply from diminishing Star Wipes out all of the enemies on the screen in one crushing blow Gasoline Cans Add bonus time during the Drivin' Scenes HOW TO CONTINUE When the game ends, a clock will appear and tick down from 9 - 0. Press the Start Button before this time expires, and you'll continue at the beginning of the stage in which you perished. The maximum number of times you can extend your adventure is 5. BONUS LIVES After reaching 20,000 points, you receive one extra life. For every 30,000 points thereafter you'll receive one extra life. (Picture of Billy's Blazer) ATTACK VEHICLES - The Smuggling Plane - The Whirlybird - The Swamp Stomper GORDON'S GROUPIES - Tolouse L'attack - Thugs McGraw - Hurricane Hank - A. L. Hurt - Jacques Killstow - Luis Tor-Ture - Blackie Blue - Migrane Mike - Kalishnikov - Mr. TNT - Wild Bill Yonder - Marty Graw - The Accelerator - Vito L'angolo - Schwartz N. Eiger - Lightning Rod - Kid Creole - The Cajun Cut Throat - Swamp Gas Charlie - Rocky & Rocco (Heirs to Gordon's Underworld Throne) - Gotfather Gordon (The Gangster King of Burbon Street) TREAT YOUR KONAMI GAME PAK CAREFULLY * This Konami Game Pak is 2 precisiorrcrafted device with complex elearonic circuitry. Avoid subjecting it to undue shock or extremes of temper2ture. Never attempt to open or dismantle the Game Pak. * Do not touch the terminal leads or allow them to come into contact with water or the game circuitry will be damaged. * Always make sure your NES Control Deck is SWITCHED OFF when inseting the Game Pak or removing it from the NES Control Deck. * Never insert your fingers or any metal object into the terminal portion of the expansion connector. This can result in malfunction or damage. Konami« is a registered trademark of Konami Industry Co., Ltd Bayou Billy is a trademark of Konami Inc. Nintendo and Nintendo Entertainment System« are registered trademarks of Nintendo of America Inc. ® 1989 Konami Inc. +-------+-----------------------------------------------------------------+ | 05.00 | Baby Boomer | | | Publisher: Color Dreams | | | Release: 1989 | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 05.01 | Synopsis | +-------+--------------------------------------------------------------+ This game was made by Color Dreams who are usually known for churning out crap, but this game is actually good! You must protect a baby that crawls from left to right without stopping from rats, snakes, holes in the ground, etc. Almost everything can be shot! Most give you points, but others are more useful (ie: shooting a yellow cloud makes an ice bridge across gaps). This game is very good for an unlicenced game, you should check it out. +-------+--------------------------------------------------------------+ | 05.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Secrets ------- To earn some extra lives, perform any of the following actions. Level 1: Repeatedly shoot at the fire hydrant. Level 2: Repeatedly shoot the thin, tall tombstone. Level 4: Repeatedly shoot the stalactite over the bridge. Level 6: Repeatedly shoot the torch. +-------+--------------------------------------------------------------+ | 05.03 | Manual | +-------+--------------------------------------------------------------+ BABY BOOMER (Color Dreams) Instruction Manual PAGE 1 ------ BABY BOOMER Meet Baby Boomer! One day, while no one was lloking, he crawled out of his crib and wandered off into the woods. Little did he realize that while he's enjoying this adventurous journey into the unknown, there are many dangers awaiting him! Your job is to protect Baby Boomer and help him find his way home to his mother. Unlike other Zapper games, you can shoot just about anything you see in Baby Boomer. Some things give extra points, while others give extra lives, open secret passages, control something in another part of the world or clear a safe route for Baby Boomer to follow. Copyright 1989 Color Dreams, Inc. * Brea CA Copyright 1989 Jim Meuer, All rights reserved. Nintendo, Zapper and Nintendo Entertainment System are trademarks of Nintendo of America, inc. This product is designed and manufactured by Color Dreams. It is not designed, manufactured, sponsored or endorsed by Nintendo. PAGE 2 ------ PRECAUTIONS 1) Store at room temperature. Do not subject to environmental extremes. 2) Always ensure that power is off before inserting or removing the cartridge from the Nintendo Entertainment System. 3) Keep contacts clean (do not touch them and store the cartridge in its box when not in use). 4) Do not try to open or disassemble the cartridge. 5) Do not sit too close to your television. 6) Do not clean the cartridge with chemical agents. IMPORTANT! If the Zapper does not seem to work effectively, turn down the television's brightness and/or turn up the television's contrast. PAGE 3 ------ You must protect Boomer from dangerous creatures that will try to harm him. Keep spiders, snakes and other bad guys from reaching the baby by zapping them with the Zapper. Spider, Snake, Chain Saw, Devil, Spook, Hammer, Missile, Pickaxe, Rat, Raven, Rock, Riveter. PAGE 4 ------ Skeleton, Ghost, Bat, Cat. Milk Bottle. Be sure to zap all the milk bottles you can find for Boomer, or Boomer he will get hungry and start crying. Not all milk bottles are visible. You may have to search high and low to satisfy Baby Boomer's ravenous appetite. Note: Watch your milk level indicator at the top of the screen to see how much milk Boomer has left. PAGE 5 ------ Fireworks: Zap fireworks before Baby Boomer reaches them or they will scare him. Invisible fireworks scare the baby as much as visible ones. Spot them by their glowing fuses. Nugget: Don't shoot the gold nuggets! Baby Boomer will collect these as he passes them. When he gets enough, you will get an extra life. Flower: Boomer likes to stop and smell the flowers for a moment before continuing on. PAGE 6 ------ To get Baby Boomer back home safely, you will encounter many puzzling obstacles which require good marksmanship and a clever mind. Don't let Boomer fall off cliffs or into rivers or empty graves! You must figure out how to make bridges to let Boomer cross these obstacles safely. It's not easy! If you really get stumped, try zapping everything in sight. Something is bound to work! CAUTION: Bridges may not be sturdy! Cloud, Ice Bridge, Stalactite. PAGE 7 ------ HINTS: Pipe - Zapping valve handles on pipes can determine which pipe opening Boomer will exit through. Hydrant - Fire hydrants may have more uses than just putting out fires! Stalagmite - Rock formations in the cave may come in handy. PAGE 8 ------ Shoot the moon and catch a falling star! Astronomical entities are worth their weight in gold! Moon, Star, Sun, Flame, Bird, Fish, Fountain, Grave, Harp, Hart, Lamp, Buttons. PAGE 9 ------ Mine Cart - Thar' she rolls! Get out of the way of runaway mine cars! You can't zap them so you'll have to out smart them. But dat's de way de rail winds (the clue to stopping the train is in this sentence's wording)! Watch out for steamy surprises when travelling in volcanic caverns. When the lights go out, beware of things that go bump in the dark! Be very careful of storms. They can make things slippery to crawl on. Sign, Torch. PAGE 10 ------- COMPLIANCE WITH FCC REGULATIONS PAGE 11 ------- 90-DAY LIMITED WARRANTY PAGE 12 ------- NOTES +-------+-----------------------------------------------------------------+ | 06.00 | Barker Bill's Trick Shooting | | | Publisher: Nintendo | | | Release: 1990 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 06.01 | Synopsis | +-------+--------------------------------------------------------------+ There are four different games you can play in this one: Baloon Saloon, Flying Saucers, Window Pains, and Fun Follies. The dog from Duck Hunt also makes an appearance here, laugh and all. And yes, you can shoot him!!! Here are the different events: Baloon Saloon: Baloons float upwards, you must shoot them. This is the game where you can shoot the dog from Duck Hunt, it counts as a miss, but its all worth it. Flying Saucers: A man and a woman throw two plates up at an arc, you must shoot them (the plates, not the man and woman :P). Window Pains: Things fall down behind columns of open and closed windows, you can only shoot them through the open windows. Fun Follies: You go through all the events, you also get to go through additional ones. +-------+--------------------------------------------------------------+ | 06.02 | Manual | +-------+--------------------------------------------------------------+ Barker Bill's Trick Shooting Instruction Manual Developer: Nintendo Company Ltd. Publisher: Nintendo of America - 1990 --- Thank you for selecting the Nintendo Entertainment System(R) Barker Bill's Trick ShootingTM Game Pak. This game requires the Zapper(R), Light Gun Attachment. Please read this instruction booklet to ensure proper handling of your new game, and then save the booklet for future reference. CONTENTS 1. CONNECTING THE ZAPPER TO THE NINTENDO ENTERTAINMENT SYSTEM CONTROL DECK . 3 2. NAMES OF CONTROLLER PARTS AND OPERATING INSTRUCTIONS .................... 5 3. OPERATING THE ZAPPER .................................................... 6 4. HOW TO PLAY ............................................................. 7 PRECAUTIONS 1) This is a high precision Game Pak. It should not be stored in places that are very hot or cold. Never hit it or drop it. Do not take it apart. 2) Avoid touching the connectors. Do not get them wet or dirty. Doing so may damage the Game Pak and/or the Control Deck. 3) Do not clean with benzene, paint thinner, alcohol or other such solvents. 4) Store the Game Pak in its protective sleeve when not in use. 5) Always check the Game Pak edge connector for foreign material before inserting the Game Pak into the Control Deck. 6) Nintendo recommends against using a rear projection television with your NES as image retention on the screen may occur. TM & (R) Trademarks of Nintendo America Inc. (C)1990 Nintendo of America Inc. --- 1. CONNECTING THE ZAPPER TO THE NINTENDO ENTERTAINMENT SYSTEM CONTROL DECK [ Diagram of NES with television and Zapper ] --- Insert the Zapper's connector into the Controller socket 2. --- 2. NAMES OF CONTROLLER PARTS AND OPERATING INSTRUCTIONS Controller 1 used for START/SELECT [ Diagram of NES controller ] + Control pad-not used. A Button-not used. B Button-not used. SELECT Button When this button is pressed, the game mode whose frame is flashing yellow will change. Line up the game mode you wish to play in so that the desired frame flashes. Game selection is also possible by shooting the Zapper away from the screen. Once you have started the game, the SELECT button will not function. START Button Press this button to begin. Starting is also possible by shooting the Zapper at the screen. Pause: If you wish to pause your game, press the START button. Press the START button again when you wish to continue play. The game will continue from where you left off. --- 3. OPERATING THE ZAPPER Target range: approx. 6 feet *The target range depends somewhat on the size of your TV. Adjusting the TV screen *The TV screen must have its contrast and brightness adjusted properly for this game. If not, shots may not hit the targets. Selecting and starting games with the Zapper. *Point the Zapper away from the screen with the game menu displayed, and shoot. This allows you to select the different modes. *Select so that the frame of the game mode you wish to play flashes yellow, and then shoot directly at the screen. The game you selected will start. If your TV is not adjusted properly, you may not be able to start the game. *There are two probable causes of not being able to start a game. 1) The screen is too dark. Increase the brightness to lighten the screen. 2) The screen is too bright or is whitish. Either adjust the contrast or lower the brightness to slightly darken the screen (so that the black background of the TITLE screen is as black as possible). *The method to adjust the TV screen and the names of its controllers differ according to the TV manufacturer. Read the instruction manual for the TV in your home. If you are still having difficulties getting the Zapper to work properly, please call Nintendo Consumer Service at 1-800-255-3700 for further assistance. --- 4. HOW TO PLAY You score points by aiming the ZAPPER at items and shooting. The items you can shoot at are different depending on which stage you are in (BALLOON SALOON, FLYING SAUCERS, WINDOW PAINS, FUN FOLLIES.) *Rounds start at round 1 and go up to 99. (From round 99 onwards, the round will not change until the game is over.) The higher the round, the more difficult the game gets. *You start out with 10 credits. If you make a mistake, the number goes down by 1. If you run out of credits, that's the end of the game. If you shoot the diamonds that come on screen from time to time, you can add to your credits (up to 99). *When the game is over, your score, hit ratio and top 5 players are displayed. The screen will then return to the TITLE screen. *The TOP SCORES will be erased if the RESET button is pressed or the power switch is turned off. --- BALLOON SALOON Balloons rise up from the back of the panel. If you let a balloon rise up to the top of the screen and escape, this counts as a mistake. You are given three bullets for each balloon. In the first two rounds, only two balloons rise up at the same time. From round 4, three balloons will rise up at the same time, and from round 7, four balloons. >From round 3, a dog's face will appear on screen from time to time. Shooting the dog will count as a mistake. Also, the total number of balloons that appear in a round increases from 20 to 30, and from 30 to 40. You get 100 points per balloon. If you shoot all of the balloons, you get an extra 5000 points. FLYING SAUCERS A man and his assistant will throw saucers into the air. You must shoot them before they hit ground. (10 times, total of 20 saucers) There are five possible scores for each saucer ranging from 100 to 500 points depending on the height when shot. If you hit two saucers at the same time, you get 1000 points. Sometimes a bird will appear on the screen. Shooting the bird will count as a mistake. The higher the round, the faster the saucers will fly. If you shoot all of the saucers, you get an extra 5000 points. --- WINDOW PAINS Behind the semi-transparent panels, various items will fall down. You have to shoot them through the open windows. As the rounds progress, the number of windows decreases. Starting in round 9, two items will fall down at the same time. The points that you get differ according to the object's height when you hit it (from 100 to 500). At first, the number of items that fall down is 20. This increases to 30 and then to 40 as you proceed in the game. If you shoot all of the items, you get an extra 5000 points. FUN FOLLIES In FUN FOLLIES, you cycle through all of the different events including some only available in this mode. In this mode only, you are given chances on the slot machine where you go after increased credits. If you have: 1 diamond: You can have a chance to line up the middle horizontal row only. 2 diamonds: You can have a chance to arrange the 3 horizontal rows. 3 diamonds: You can have a chance to line up the 3 horizontal rows and 2 diagonal rows. --- Additional game modes for "FUN FOLLIES" (NOTE: these modes are only accessible through FUN FOLLIES.) TRIXIE'S SHOT (First seen in round 4.) Shoot the coins that the woman holds out while she is dancing. (10 times, total 20 coins) >From time to time a bird will come to pick up the coins and the woman will throw coins. Don't shoot the bird - this will count as a mistake. The score changes according to the time you take to shoot the coins after the coin has appeared (from 100 to 500). You get 500 points for coins that the woman has thrown or dropped. As you proceed in the game, the rounds get more difficult. The number of times that the bird appears and the woman's throwing increases. Sometimes she poses to hold out the coin with her right hand. If you shoot the coin within 0.2 seconds, you can get a special bonus of 10000 points (this is very difficult!). If you shoot all of the coins, you get an extra 5000 points. --- BILL'S THRILLS (First seen in round 9.) The man will throw items at the woman's head. (5 times, 5 items) He throws the items so high that they will disappear above the screen for a while. You must shoot the items on their way down. If the item falls on the woman's head or you shoot the bird that appears from time to time, it counts as a mistake. The score increases as you progress further into the game. The game gets gradually more difficult as the speed at which the items fall increases. If you shoot all of the items, you get an extra 5000 points. --- +-------+-----------------------------------------------------------------+ | 07.00 | Chiller | | | Publisher: American Game Carts Inc. | | | Release: 19?? | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 07.01 | Synopsis | +-------+--------------------------------------------------------------+ This game is horrible. I can't figure out how to play it. Its got piss-poor graphics and sounds. Its hard to hit anything. etc etc etc... If anyone can write a better synopsis, please email it to me, because I can't stand this game. +-------+-----------------------------------------------------------------+ | 08.00 | Duck Hunt | | | Publisher: Nintendo | | | Release: October, 1985 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 08.01 | Synopsis | +-------+--------------------------------------------------------------+ Its Duck Hunt! Almost every NES owner has Duck Hunt. For those who have been under a rock, the game consists of some ducks, grass, a tree, a haystack, and one very annoying dog. Ducks fly up from the grass, you shoot at them. You get three bullets per round. Very simple. If you hit one the dog grabs it up to show you your prize. If you miss, the dog laughs at you, which makes even the most mild-mannered people attempt to fire off their remaining shots at that damn dog. There are also three game modes. Game A: Only one duck flies up at a time. Game B: Two ducks fly up at a time. Game C: Two clay pigeons fly into the distance. Fun. +-------+--------------------------------------------------------------+ | 08.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ You can control the ducks with the controller in port 1. +-------+--------------------------------------------------------------+ | 08.03 | Manual | +-------+--------------------------------------------------------------+ Duck Hunt Instruction Booklet --- Connecting the Zapper to the Nintendo Entertainment System Control Deck TV <-> NES Control Deck <-> Controller Socket 2 <-> Zapper (NES-005) --- Names of controller parts and operating instructions Controller 1 - Start/Select or for second player in Game A Control pad - Used with Game A for second player to control duck's flight pattern A button - Not used. B button - Not used. Select button - When this button is pressed, the arrow on the screen moves. Line up the arrow with the game you wish to play. Game selection is also possible with the Zapper. Start button - Press this button to begin. Starting is also possible with the Zapper. Pause: If you wish to interrupt play in the middle of a game, press the Start button. The pause tone will sound, and the game will stop. Press the Start button again when you wish to continue to play. The game will continue from where you left off. * The Top Score will disappear if the reset switch is pressed or the power switch is turned off. --- Operating the Zapper Target range: approx. 6 feet * The target range depends somewhat on the size of your TV. Adjusting the TV screen * The TV screen must have its contrast and brightness adjusted properly for this game. If not, shots may not hit their targets. Selecting and starting games with the Zapper * Point the Zapper away from the screen with the game menu displayed, and shoot. The arrow will move. * Line up the arrow with the game you wish to play, and then shoot directly at the screen. The game you selected will start. * Some TVs may not be adjusted properly for the game. Please adjust the picture controls if the game doesn't start when the Zapper is fired at the screen. --- How to play Game A: In this game you hunt ducks one at a time. * When the hound finds a duck, it barks and jumps into the thicket. Ducks will then fly up one at a time. (The ducks will fly up from various locations.) * The duck flies around the screen for a few seconds. This is your chance. Aim and shoot! But remember, you only have three shots. * The flashing duck at the bottom of the screen is your hit indicator and will turn red if a hit is scored. * A miss occurs when all three shots are unsuccessfully used up, or when time has run out. When this happens, the color of the sky changes, and the duck flies away. (The hound comes out and laughs at you.) * Sometimes off-colored blue or off-colored red ducks appear. You get a bonus score for shooting these. * Each round ends after 10 ducks have flown out of the thicket. The Pass Line at the bottom of the screen indicates the minimum number of ducks that must be hit to advance to the next round. If you hit the number of ducks or more, you advance to the next round; otherwise, the game ends. * The ducks fly faster, and the number of ducks in the Pass Line increases as you advance to later round. [2 Players:] Game A can also be played with two players * One player is the hunter. The other player controls the ducks horizontally and vertically with the control pad, trying to avoid the hunter's shots until the sky color changes. (Ducks automatically escape when the sky color changes.) --- Game B (Duck Hunt) In this game, two ducks fly up at the same time. * The game is played in the same way as Game A, but the color of the sky doesn't change. * This game can only be played with one player. --- Game C (Clay Shooting) This game is a version of trapshooting. * Clay pigeons spring out and fly away in the distance two at a time. Aim carefully, and shoot them. * The clay pigeons become small very quickly as they fly away. It is easier to shoot them when they are close. * As in Games A and B, a Pass Line indicates the minimum count necessary to advance to the next round. The game ends if the minimum is not achieved. --- [Shots:] Game A - Three shots per duck Game B - Three shots per two ducks Game C - Three shots per two clay pigeons [Scoring:] Games A, B and C * The points received show up on the screen wherever a hit is made. Points differ depending on the round. * A Perfect bonus is awarded when a round is ended without a miss. [Advancing to the next round] * If the hit indicator has reached the Pass Line at the end of a round, you advance to the next round; otherwise, the game is over. * The minimum count on the Pass Line gradually increases as the round advance (starting from the 10th round). [Round number] * Round numbers are indicated with "R= " +-------+--------------------------------------------------------------+ | 08.04 | Scoring | +-------+--------------------------------------------------------------+ Game A/B -------- +-------------------------------+ +--------------------+ | The Ducks | | Perfect!! Bonuses | +-------+-------+-------+-------+ +---------+----------+ | Round | Black | Blue | Red | | Round | Points | +-------+-------+-------+-------+ +---------+----------+ | R=1 | 500 | 1000 | 1500 | | R=1 | 10000 | | R=6 | 800 | 1600 | 2400 | | R=11 | 15000 | | R=11 | 1000 | 2000 | 3000 | | R=16 | 20000 | +-------+-------+-------+-------+ | R=21 | 30000 | +---------+----------+ +----------------+ | Ducks Required | +-------+--------+ | Round | # Req. | +-------+--------+ | R=1 | 6/10 | | R=11 | 7/10 | | R=13 | 8/10 | | R=15 | 9/10 | | R=20 | 10/10 | +-------+--------+ Game C ------ +----------------+ +--------------------+ +----------------+ | Clay Pigeons | | Perfect!! Bonuses | | Ducks Required | +-------+--------+ +---------+----------+ +-------+--------+ | Round | Points | | Round | Points | | Round | # Req. | +-------+--------+ +---------+----------+ +-------+--------+ | R=1 | 1000 | | R=1 | 10000 | | R=1 | 6/10 | | R=6 | 1500 | | R=11 | 15000 | | R=11 | 7/10 | | R=11 | 2000 | | R=16 | 20000 | | R=13 | 8/10 | +-------+--------+ | R=21 | 30000 | | R=15 | 9/10 | +---------+----------+ | R=20 | 10/10 | +-------+--------+ +-------+--------------------------------------------------------------+ | 08.05 | Frequently Asked Questions | +-------+--------------------------------------------------------------+ Q1: Can I shoot the dog? A1: No, you cannot shoot the dog. I wish it was possible, I hate him just as much as anyone could hate a sprite based animal. If you really want to shoot him, get Barker Bill's Trick Shooting. Q2: Is there an ending?! A2: I think it's pretty safe to say there is no ending. At the end of round 28 in Game A, after getting all Perfect!!s, I had a score of 991100, when it added my bonus of 30000, I was left with a score of 021100, which means the counter reset. Theres a similar situation with Game C, at the end of round 28 after getting all Perfect!!s, I had a score of 970000, when it added my 30000 Perfect!! bonus it reset the counter to a dead 000000. In all games I calculated that this would happen about once every 20 levels after that. Scores, objectives, and speed stop increasing after round 21. So, I don't think the designers expected you to even get to level 30. Q3: What was that? It said "GOOD!!". Why does it say that? A3: It blurts out "GOOD!!" every 10 rounds completed. Q4: I heard there is a secret hunter/dog/level/boss/etc. How do I get to them/see them/unlock them? A4: Duck Hunt, being programmed and released in 1984 and weighing in at 41kb, isn't a very sophisticated game. There are no easter eggs, cheat codes, hidden characters, levels, or fatalities. I even disassembled the ROM with Tile Layer and found no extra graphics. +-------+-----------------------------------------------------------------+ | 09.00 | Freedom Force | | | Publisher: Sunsoft | | | Release: May, 1988 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 09.01 | Synopsis | +-------+--------------------------------------------------------------+ My first reaction was "Wow! Blood in a NES game!". Yes there is blood in this game. So don't play it unless you want to become some sort of a serial killer. Well, anyway, you take on the roll of "Rad Rex" or "Manic Jackson" (only in 2 player, alternating) as they (or he, seeing as you can only play one at a time) try to neutralize a hostage situation. I don't know much else because I don't have the manual and this game is HARD. It is hard because there are enemies coming out of doors everywhere, you have to avoid shooting hostages (six strikes and you're out), you have limited ammo. Also to heal yourself you must shoot a tiny first aid kit that flashes on the screen for all of half a second (read: very hard to hit). Although I'm sure with a little practice I'd get a lot better. The graphics are pretty nice, when the enemies pop out from the doors, they are animated and not like cardboard cutouts in other games, and then there is blood(!). +-------+--------------------------------------------------------------+ | 09.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT . . . ZOOTYTGZ Start with half ammo AEUTLYZZ Infinite ammo LEOVAYTA Fewer errors allowed OXOTYNOK Infinite errors allowed ZAUTLTPA Start at level 2 LAUTLTPA Start at level 3 GAUTLTPA Start at level 4 IAUTLTPA Start at level 5 GAKVYVAO Start with half health GZVAYLSA Infinite health +-------+-----------------------------------------------------------------+ | 10.00 | Gotcha! The Sport | | | Publisher: LJN | | | Release: November, 1987 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 10.01 | Synopsis | +-------+--------------------------------------------------------------+ Capture the flag with guns. You must scroll (with the control pad) to the right and shoot the opposing team's flag to 'pick it up', then scroll back to your flag pole before the opposing team does the same, shoots you, or you run out of ammo. When you shoot the enemies they don't die, their guns fly out of thier hands and they run off. Good clean NES fun, unlike the previous game, Freedom Force. Not much more to say. Also in the Game Genie code book it says: "Gotcha!(tm) The Sport!(tm) Game" How the hell did they trademark something as generic as "The Sport"? +-------+--------------------------------------------------------------+ | 10.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT . . . AASUTIPA Freeze timer ZAEOKAPA Start with double rations of ammo IAEPOAGA + PAEPVAIE Increase timer to 59 seconds ZAEPOAGA + IAEPVAIA Decrease timer to 25 seconds +-------+--------------------------------------------------------------+ | 10.03 | Gotcha! The Movie | +-------+--------------------------------------------------------------+ It seems that Gotcha! The Sport was (loosely) based off of a movie. I have yet to see it so I'll just put what info I got from www.allmovie.com here: (If you have seen it please give me a run-down of it!) Gotcha! 1985 - USA - 97 min. - Feature, Color AMG Rating *** Director Jeff Kanew Genre/Type Spy Film, Action, Adventure, Comedy MPAA Rating PG13 Box office Domestic gross: $8, 800, 000 Set In East Germany From story by Gordon, Dan From story by Hensler, Paul G. Produced by Universal "Gotcha!" is a puerile but popular campus game at UCLA in which students stalk one another armed with paint-spewing pellet guns. Veterinary student Anthony Edwards (look at all that hair!) may not be any great shakes in the classroom, but he's a whiz at Gotcha. His skills come in handy when Edwards, on vacation in Paris, becomes acquainted with the mysterious Linda Fiorentino. She gets him mixed up in international espionage; fortunately, the well-armed spies aren't quite as adept at "Gotcha" as Edwards is. Most of the film was lensed in Paris and Berlin, where the authorities took a dim view of the filmmakers and their project. -- Hal Erickson +-------+-----------------------------------------------------------------+ | 11.00 | Gumshoe | | | Publisher: Nintendo | | | Release: June, 1986 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 11.01 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT PAUENALA Start with 1 life TAUENALA Start with 6 lives PAUENALE Start with 9 lives IZSEEAAI Start with 25 bullets PASEKAAA Start with 150 bullets ZASEKAAA Start with 250 bullets PASAUALA Gain 1 bullet on pick-up TASAUALA Gain 6 bullets on pick-up LAKEGYTA Timer set to 04:00 PAKEGYTE Timer set to 10:00 SAKAVEKE Different attack waves Trick ----- Pull the trigger repeatedly at the "Game Over" screen to continue. +-------+--------------------------------------------------------------+ | 11.02 | Manual | +-------+--------------------------------------------------------------+ (cover) GUMSHOE(TM) INTRUCTION BOOKLET Light Gun Series --------------------------------------------------------------------------- Thank you for selecting the Nintendo(r) Entertainment System(TM) Gumshoe(TM) Pak. This game requires the Zapper, Light Gun Attachment. OBJECT OF THE GAME/GAME DESCRIPTION Ex-FBI Agent turned detective, Mr. Stevenson, receives a ransom note. His only daughter, Jennifer, has been kidnapped. Armed with only a Zapper and a keen eye, you must help him collect the five Black Panther Diamonds, hidden all around the world, to gain the release of Jennifer. Please read this intruction booklet to ensure proper handling of your new game, and then save the booklet for future reference. 1.PRECAUTIONS 1) This is a high precision game. it should not be stored in places that are very hot or cold. Never hit or drop it. Do not take it apart. 2) Avoid touching the connectors, do not get them wet or dirty. doing so may damage the game. 3) Do not clean with benzene, paint thinner, alcohol or other such solvents. 4) Read the intruction booklet for the Zapper thoroughly. Note: In the interest of product improvement, Nintendo Entertainment System specifications and design are subject to change without prior notice. (c) 1986 NINTENDO OF AMERICA INC. 2 --------------------------------------------------------------------------- 2. CONNECTING THE ZAPPER TO THE NINTENDO ENTERTAINMENT SYSTEM CONTROL DECK {image description. insert the Zapper's connect into the second Controller socket} 3 and 4 --------------------------------------------------------------------------- 3. NAMES OF CONTROLLER PARTS AND OPERATING INSTRUCTIONS Controller 1 Control pad- not used. A button- not used. B button- not used. SELECT button- not used. START button Pause: If you wish to interrupt play in the middle of a game, press the START button. The pause tone will sound, and the game will stop. Press the START button again when you wish to continue play. The game will continue from where continue from where you left off. *The TOP SCORE will disppear if the reset switch is pressed or the power switch is turned off 5 --------------------------------------------------------------------------- 4. OPERATING THE ZAPPER Target range: approx. 6 feet *The target range depends somewhat on the size of your TV. Adjusting the TV screen *The TV screen must have its contrast and brightness adjusted properly for this game. If not, shots may not hit the targets. Starting game with the Zapper *When Zapper is fired, the game starts. 6 --------------------------------------------------------------------------- 5. HOW TO PLAY This game proceeds to the right with the main character, Mr. Stevenson, automatically running towards the goal within a limited time. The course is divided into phases: City, Sky, Sea, Jungle. Near the end of each phase, there is a diamond that has to be picked up by Mr. Stevenson. While collecting all the diamonds, Mr. Stevenson must face many obstacles. Whether or not he can make it to the hideout to save his only daughter, Jennifer, depends on your sharp wit and lightning reflexes. STARTING POSITION AND TIME PROGRESS The game starts from the beginning of each phases. If Mr. Stevenson is "done in" by one of the enemy half way through a phases while he has extra lives left, he does not have to go all the way back to the beginning. 7 --------------------------------------------------------------------------- When the play starts, the clock in the upper left corner of the screen starts the count down. If the clock reaches 0:00, time has run out and you lose 1 life. DIAMONDS There is one diamond in each phase except in phases 4 which has 2. Unless all 5 diamonds are picked-up, you will not be able to enter King Dom's hide-out and rescue Jennifer. BASIC OPERATION Use the Zapper to shoot down all the obstacles that come flying toward Stevenson. Shoot at Stevenson to make him jump to avoid getting hit by the obstacles. By making Stevenson pop the ballons, you can increase your number of bullets. NOTE: When you run out of bullets, you can continue to make Stevenson jump but you will not be able to shoot down the obstacles. 8 --------------------------------------------------------------------------- BONUS CHARACTERS Stevenson can become energized when he catches Bonus Characters which sometimes appear when Lucky birds are shot down with the Zapper. MISSES *When Stevenson runs into an obstacle or obstacles hit or fall on him. *When Stevenson disappears below the screen by falling into a hole in the ground or falling down in between the buildings. *When the clock counts down to zero. *If Stevenson hits an obstacle when energized, it may or may not become a miss. *The game ends when all Stevensons are lost. CONTINUE MODE Fire the Zapper while the "Game Over" screen is displayed to restart the game on the last phase attempted. 9 --------------------------------------------------------------------------- Lucky Bird - If Stevenson bumps into it, it becomes a miss. Can be destroyed with one shot, sometimes making a Bonus Character appear. Power Drink- One of the Bonus Characters that Lucky Bird produces. When Stevenson drinks this, he is energized until he hits an obstacle. Helmet- One of the Bonus Characters that Lucky bird produces. When Stevenson wears this, it increases his power of resistance against Falling Rocks and Time Bomb attacks. Super Shoes- One of the Bonus Characters that Lucky Bird produces. When Steveson wears these, he cannot be harmed by the skulls. Roast Chicken- Sometimes this appears when Lucky Bird is shot down. When Stevenson eats this, points are earned... 200 PTS. Bottle Can be destroyed with one shot... 200 PTS. 10 --------------------------------------------------------------------------- Falling Rock- Can be destroyed with one shot... 200 PTS Explosives- When hit with the Zapper, balls of fire scatter and if any of the pieces should hit Stevenson, you lose 1 life. Can be destroyed with one shot ... 2,000 PTS Time Bomb- Can be safety destroyed with one shot, but if it is allowed to explode on its own, dangerous fire balls will scatter... 500 PTS Crow- Can be destroyed with one shot. When Fluffy Bird and Crow are shot, they become roast chicken... 200 PTS Fluffy Bird- Can be destroyed with one shot... 200 PTS 11 --------------------------------------------------------------------------- Shark- Can be destroyed with two shots. First shot turns it into bone... 500 PTS Jelly Fish- Can be destroyed with one shot... 200 PTS Killer Fish- Can be destroyed with one shot... 200 PTS Sea Urchin- Can be destroyed with one shot but more will come from the same location... 300 PTS Flying Fish- Can be destroyed with one shot... 300 PTS 12 --------------------------------------------------------------------------- Airplane- Can be destroyed with one shot. Watch the high spped attack from behind... 300 PTS Gang Car- Can be destroyed with one shot but be careful. It comes from the back at full speed. Sometimes it even comes down from above... 300 PTS Zulie- This jungle moster has swallowed the last Black panther Diamond. Unless Stevenson destroys this monster, he cannot save Jennifer. Zulie cannot be destroyed with the Zapper. Zulie blows flames from his mouth. Flames can be extinguished with the Zapper. The only way to destroy Zulie is for Stevenson to repeatedly shoot him in the eyes with his machine gun. 13 --------------------------------------------------------------------------- Black Panther- The only hope to save Jennifer is to collect the five huge Black Panther Diamonds and delivery them to King Dom's hide-out. Ballons- If Stevenson pops them, the player's number of bullet increases. If all the baloons in one phrase are popped, 1 Stevenson is added... 200 PTS Jennifer-Stevenson's beloved daughter who has been kidnapped by King Dom. Skull- One of the obstacles in the pathway to KING DOM. If touched, it becomes a miss. Has glowing red face... 200 PTS Alligator- If Stevenson falls into lake, it will attack him. With 10 directs hits, it can be destroyed... 2,000 PTS 14 --------------------------------------------------------------------------- Armadillo- When it is round, the Zapper has no effect. You can destroy it with one shot when it is in a standing position... 300 PTS Rhinoceros- Cannot be destroyed. Giant Grasshopper- can be destroyed with one shot... 300 PTS is a diamond +-------+-----------------------------------------------------------------+ | 12.00 | Hogan's Alley | | | Publisher: Nintendo | | | Release: October, 1985 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 12.01 | Synopsis | +-------+--------------------------------------------------------------+ Shoot cardboard cutouts until you crack! This game doesn't ever end, much like Duck Hunt. In Game A, three cardboard cutouts come out sideways quickly face you and you must shoot the gang members and not the innocents. In Game B, you scroll around an urban area where the cutouts come out of windows, doors, and from behind fences, etc. You must shoot the gang members and not the innocents. In Game C you keep tin cans from falling to the ground by shooting them, and ultimately land them on platforms on the other side of the screen, the lower the platform, the higher the points. +-------+--------------------------------------------------------------+ | 12.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT IAEKOIAP 5 misses allowed--Game A AZEKOIAP 20 misses allowed--Game A AAOGETPA Infinite misses allowed--all games ZAOGETPA Each miss counts as 2--all games +-------+--------------------------------------------------------------+ | 12.03 | Manual | +-------+--------------------------------------------------------------+ NES-HA-USA Hogan's Alley Instruction Booklet Light Gun series --- Object of the game/game description Do you have what it takes to be an agent? Test your skills, using the Zapper, in Hogan's Alley. There are three quick-draw games to choose from: First, practice making split second identification of the gangsters in a line-up. Next, move into the streets where enemy targets can pop up from anywhere, then show 'em your stuff in the Trick Shoot, a rapid fire round for only the toughest G-men. --- Names of controller parts and operating instructions Controller 1 - for START/SELECT Control pad - not used. A button - not used. B button - not used. SELECT button When this button is pressed, the arrow (->) on the screen moves. Line up the arrow with the game you wish to play. START button Press this button to begin. Starting is also possible with the Zapper. Pause: If you wish to interrupt play in the middle of a game, press the START button. The pause tone will sound, and the game will stop. Press the START button again when you wish to continue play. The game will continue from where you left off. * The TOP SCORE will disappear if the reset switch is pressed or the power switch is turned off. --- Operating the Zapper Target range: approx. 6 feet * The target range depends somewhat on the size of your TV. Adjusting the TV screen * The TV screen must have its contrast and brightness adjusted properly for this game. If not, shots may not hit their targets. Selecting and starting games with the Zapper * Point the Zapper away from the screen with the game menu displayed, and shoot. The arrow (->) will move. * Line up the arrow (->) with the game you wish to play, and then shoot directly at the screen. The game you selected will start. The game menu is replaced by a game demonstration sequence after a set period of time. If this happens, shoot the Zapper to bring back the title screen, and then make your selection. * Some TVs may not be adjusted properly for this game. Please adjust the picture controls if the game doesn't start when the Zapper is fired at the screen. --- How to play The people who appear on the panels in Game A and Game B are introduced in the demonstration sequence. Three of the flashing panels are gangsters - shoot them as quickly as you can. The other panels are of a lady, a professor and a policeman - people you must not shoot. Gangster A - 500 pts. Gangster B - 1000 pts. Gangster C - 2000 pts. Lady Professor Policeman --- Game A (Hogan's Alley A): Find the gangster from among the panels, and shoot him. * Three panels will appear facing sideways. * All three panels will turn toward the front at the same time. Find the gangster, and shoot him. * If the panel is hit just right, it will turn around. * If you shoot anyone other than a gangster, the panel you shoot will flash, and you will be penalized with a MISS. * You will also be penalized with a MISS if you fail to shoot a gangster that has appeared. * The display on the top of the screen indicates the number of the seconds that the panels face forward. * The people drawn on the panels (gangsters, the lady, the professor and the policeman) and their positions change continuously, calling for quick judgement. * As you advance to later levels, the display time (seconds) for the panels shortens, and so the difficulty increases. --- Game B (Hogan's Alley B): Find the gangsters from among the panels that appear in the windows of the buildings or from out of the shadows, and shoot them. * This game is played in the same way as Game A; shoot only the panels that have gangsters drawn on them. * Five panels will appear in the windows or out of the shadows in each scene; however, their positions and the order in which they appear vary. * The scene will change five times. If there are no MISSES, five panels will appear in each scene. Five scenes (composed of 25 panels) makes up one round. * As the rounds progress, the panels will move more quickly and will face forward for shorter periods of time, making play more difficult. --- Game C (Trick Shooting): Shoot the cans as they are thrown, keeping them in the air and guiding them onto the platforms at the left. * Cans are thrown in from the right side of the screen, so shoot! * If you hit a can, it will fly up. * Keep shooting at the cans to keep them in the air, and guide them onto the platforms at the left. * The points for each platform are displayed at the platform. The points will flash, and be added to your score whenever you get a can onto one of the platforms. * You are penalized a MISS if a can falls to the bottom of the screen before reaching a platform. * You can avoid MISSES by placing cans on the safety platform, but you won't get a very high score. * Five cans will be thrown out for each round. They will be thrown from various directions. * The cans move faster with each round. --- Scoring Games A and B: The points you receive depend on which gangster panel you hit. Game C: The points shown at the platform where you lannd the can are added to your score. Ending the games Game A: The game will end when you have been penalized with more than 10 MISSES. Games B and C: The game will end when you have been penalized with more than 10 MISSES, even if you are in the middle of a round. +-------+-----------------------------------------------------------------+ | 13.00 | Laser Invasion | | | Publisher: Konami | | | Release: 19?? | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 13.01 | Synopsis | +-------+--------------------------------------------------------------+ This is 3 types of games in 1. It is very similiar to Bayou Billy in that respect. Type of controllers needed: Control Pad. Alternate: Zapper, LaserScope 1st type: You pilot a helicopter through the stage, fighting off planes and other helis, while trying to land on the bases, or trying to get to the boss. Before you start the stage, you have to make 2 choices: 1) type of missile you're using 2) type of secondary support. This can be a refuel tank, or a "cloaking" system designed to fool missiles not to hit you. On the screen, you see a map, your weapons status, and secondary item status. One thing to note is that the game plays like Top Gun in that a single missile will kill you, while you have a status bar that goes down when you get hit with machine gun fire. You can use the Zapper to fire off missiles and use the 2nd item. The control pad is required as you have to fly the copter with it. A is to fire machine gun, B is to fire either missile, or 2nd weapon. Select chooses between each. Start I believe does the acceleration (the control is a bit fuzzy in my mind). Control pad dives, climbs, turns left and right. The LaserScope apparently does it rapid fire. Odd. When you try to land, the screen shifts to a landing pad, where you have to land within the center. Follow the ever growing circle. Hint: climb and dive when appropriate. There are 2 types of places to land. One is an enemy base, the other is a refueling dock. I don't remember the icons on the map, though. Also, when you land to refuel, you get to "rechoose" your weapons. The 2nd type of game is similiar to that of Operation Wolf. You move to the right, and you attack the running guards trying to kill you. You can get bullet icons, and first aid icons. You need them very badly though because this part tends to be very unbalanced. The 3rd type is somewhat of a hybrid. You're in a building, and you walk around in a 3-d view. Control Pad goes forward, backward, turns left and right. I believe a opens the door. At times you will be ambushed. At that point, the music will change, and you will be attacked by guards. You can retreat by hitting down or a button repeatedly (this is handy if you have no gun or bullets). There are 4 stages in this game. Stage 1: think of it as an introduction. Basically fly to the base, landing when necessary, and fight off the 1st boss, another helicopter. Blast it, and you will then land on a base. fight off the troops, then go inside the building. Free Spider, the hostage, who will tell you the base will blow up soon. So head for the exit quickly, while fighting off ambushes. Stage 2: Fly around, land on a base to get captured. Free yourself *by finding your gun, and I think plans*, then you will be fighting in a canyon. Slow down at times because of the gates. (yes you die if you crash into them). Then fight the land tank boss. Stage 3: Just flying. The boss is a cargo plane that launches satelites. It also rams you I believe from behind. Stage 4: Land on 3 bases, get the dragonfly missiles (that basically encases the whole damn cockpit screen) and invade the base. That's all I know, as I can't get past it. +-------+--------------------------------------------------------------+ | 13.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Code ---- 9 Fighters: On the Options Screen, move the cursor to PLAYERS 3. Press 3R, 3A, 3R, 3A. Now, press the combination of R then A eighteen times ( R A R A etc.). Now, press 3R. A tone will sound and 9 will appear next to PLAYERS. +-------+-----------------------------------------------------------------+ | 14.00 | Lone Ranger | | | Publisher: Konami | | | Release: 1991 | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 14.01 | Synopsis | +-------+--------------------------------------------------------------+ Its funny that Konami licenced the Lone Ranger for a NES game, seeing how old the series is.. Lone Ranger is several different games in one, but unlike Bayou Billy, the Lone Ranger is fun. There are three different views: top, side, and 3D. Top view is used in towns and some gun-fighting sequences. Side view is used for action only sequences. And "3D" you use for shooting, and this is where the Zapper comes into play. Sometimes you can move around in 3D. But during mini-games like shooting cans for cash, your view is fixed. +-------+--------------------------------------------------------------+ | 14.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Codes ----- Level Select : Enter this password: 0810 7830 3251 2 (Leave the last 3 spaces blank) You will be able to select the level you start on. You will also have a lot of extras ($9999, 50 rounds, etc) Passwords --------- HUYB YBNB WLYB GGJX - 2 YJYJ NPHB QLYB HDJT - 3 RYBK BNRY BHBY KGMG - 5 BMBG PYLY LTBY LZMG - 6 GVBQ PZGZ TYDP MGHJ - 7 ZQYM GHZK GRZP YGTH - 8 Game Genie ---------- KEY IN EFFECT NNKNTIGV Start with 255 dollars GZSZNATG + GZSXOATT Don't lose money when shooting bystanders (but still lose energy) AASXUAPA Infinite rounds IEUZTNZA Cheaper silver bullets ZEUZIYIA Cheaper standard bullets ZESYTIIE Start with 10 silver bullet rounds YESYTIIE Start with 15 silver bullet rounds YESYZSZE Start with 15 standard bullet rounds TOSYZSZE Start with 30 standard bullet rounds GZKKYPSA Infinite energy--side views only +-------+--------------------------------------------------------------+ | 14.03 | Manual | +-------+--------------------------------------------------------------+ NES-6L-USA How to play The Lone Ranger Konami(r) --- Justice - western style Back in the early days of the western frontier there was a law enforcement agency known as the Texas Rangers. They were headquartered in Abilene, Texas. The leader was a man by the name of Dan Reid, and second-in-command was none other than Dan's son, John. Their fighting forcers were trained strictly by the book, and every action they took followed the letter of the law. Sometimes John got into trouble with his father for following his youthful, independent sense of justice, and he frequently bore the brunt of the leader's anger. Around the same time, Butch Cavendish was in a gang of bank robbers with his father. In a shoot-out with the Texas Rangers, Butch's father fell victim to a Ranger bullet. Since that time, Butch held a terrible grudge against the Rangers. One day Butch and his outlaw forces set up an ambush to destroy the Texas Rangers. As a result of the ambush, Dan Reid was fatally wounded, and the Ranger forces were dealt a lethal blow. Butch and his gang rode off, believing there were no survivors, but John Reid was still breathing. An Indian named Tonto found John and cared for him until he regained his strength. Tonto became John's partner and protector - he taught the young man about enemy deceptions, how to hide while approaching animals or humans, how to fight bare-handed, and other Indian survival techniques. John decided to put his new skills to work. The first order of business was to fool Butch Cavendish into thinking John was dead. John had a tomstone erected for himself next to the others who were victims of the ambush. Then, taking the vest which his father wore when he was killed, John made a mask, discarded all the rules he had adhered to as a Texas Ranger, and set down his own law. He vowed to take revenge on Cavendish and all the other outlaws. He became a masked rider - The Lone Ranger. John, now The Lone Ranger, and Tonto have received news of Butch's latest caper. The word is that Butch and his outlaws have kidnapped the President of the United States. No one is sure what Butch will demand for the President's safe return, but for The Lone Ranger, any demand is beyond reason. Along with Tonto, The Lone Ranger heads out on a quest to rescue the President and take personal revenge on Butch Cavendish. Hi-yo, Silver! --- Get Ready To Saddle Up There are a few things you should know to begin the game: - Insert the game cartridge into the game unit and press the POWER button. - On the title screen, choose "Start" or "Password" with the SELECT button, then press the START button to enter your choice. - If you choose "Start", a screen appears asking you whether or not you want to use the ZAPPER(tm) or Konami's LaserScope(tm), which works well with this game. Press the control pad or SELECT button to choose, then the A button to enter your choice. The opening narration will appear, after which the game begins. Keep Your Smoke Signals Straight (Using The Password) If you select "Password" then the password entry screen appears. (As you progress through the game, your faithful companion Tonto will provide the passwords needed to bypass the areas which you have successfully completed.) Use the control pad to move to the letters in your password, then press the A button to enter your choice. To back space, press the B button or use the arrows on the grid by pressing the A button. When you are finished, move the cursor to "OK" and press the A button. If the password is incorrect by even one letter, the game will not begin. About Your Mission, Kemosabe You must ride through the western frontier, hot on the trail of your arch- enemy, Butch Cavendish. Your mission will take you through eight separate areas of the large map that Tonto has provided. In each area, you will explore towns, caves, Indian reservations, abandoned railroad cars and other areas of importance (and danger). A special event takes place in each area, and you must solve the problem or resolve the situation in order to progress. (In some areas a special "Sheriff's Badge" will appear to reveal a secret location when you have uncovered enough information.) --- Gather Information Along The Way Luckily, your faithful Indian companion, Tonto, will be nearby to offer scouting reports. Listen to Tonto's reports and visit with the townspeople. Sometimes citizens have nothing to report right away. Don't hesitate to revisit a location to see if new information is available. Dealing With The Townsfolk There are a lot of outlaws roaming through the Old West. Just remember that you are fighting for justice, and shooting innocent women is frowned upon, not to mention hazardous to your health... A View From The Top... And Side... And... During your travels, the game will offer top-down views, 2 dimensional horizontal scrolling screens, and simulated 3-D screens. Sometimes you'll stroll through a town and talk to innocent bystanders, other times you'll ride through the mountains trying to escape an Indian ambush. You may even be searching a cave or building and get surrounded by outlaws hurling knives and TNT at you. The controller, LaserScope and Zapper work differently in each mode. The following guide will be critical to your understanding of the game, and in helping you dodge bullets! Seek Medical Attention Often The Lone Ranger is human, not some superhero in tights and a cape. He has one life, so take care of it. You'll find a doctor in many of the towns who can patch you up (for a small fee, of course). The Rewards Of Fighting Justice When you gun down an enemy, you may see a coin, bullets, or a heart appear. Touch these symbols to increase your wealth, ammunition and health. If you are in a 3-D view, you have to shoot the symbols to earn the bonus. --- Control Yourself, Paleface This game provides you with many views of the Lone Ranger's world. There are some differences in how the controller works, depending on which type of view you see on the screen. The SELECT button is used to enter your choice on the "Continue/End" screen, and to select your choice of weapons (fist, bullets, silver bullets or dynamite). The START button is used to pause the game. Large Overhead Map (4 directions) Control Pad: Moves character in 4 directions B button: Cancel dialogue lines A button: Dialogue lines return during conversations with Tonto and others. Top-down views: Towns, villages, etc. Control Pad: Moves character and aims gun in 8 directions B button: Shoot, punch, throw dynamite A button: Pick up enemy's dynamite, start dialogue with townspeople 2-D Side View: Caves, buildings, etc. Control Pad: Moves character (left/right) B button: Shoot (except for straight down) A button: Jump up (press simultaneously with down direction on the control pad to descend) 3-D (controller only) Control Pad: Moves character in 4 directions. To change directions when fighting, hold in the shooting direction and press the A button; also controls cursor movement for target shooting B button: Shoot A button: Only used during a fight - used with control pad to change directions 3-D (with Zapper or LaserScope) Control Pad: Moves character in 4 directions (you cannot move forward when shooting); use Zapper or LaserScope to shoot targets B button: Not Active A button: Not Active Gunsmith Shop, Doctor, etc. Control Pad: Cursor movement (up/down) B button: Cancel A button: Dialogue line advance; confirm entry --- An overview of the Old West [screen shot] Enemy - These banditos and outlaws take many forms. The only thing you can be sure of is that the ladies you meet aren't packing shootin' irons. Anyone else is fair game. Player - This is the Lone Ranger as you see him in the top-down and 2-D modes. (In the 3-D you don't see the Lone Ranger - you see the world through his eyes!) Life Gauge - The twelve bar meter will reflect your strength. When it gets low, you'd better start looking for a doctor. Money Level - Nothing's free in the Old West, even for The Lone Ranger. Radar - In the 3-D mode this will flash red to warn you of enemy attacks. Weapons - A symbol appears to show if you are using fists, standard bullets, silver bullets or TNT. The number above indicates the quantity you have left. A letter S, M or L next to the number indicates if your gun is Short, Medium or Long range. Gun Cylinder - this shows you how many bullets are left in the chamber. Each cylinder holds six shots. Remember that you will fire a blank before a new cylinder is loaded. Compass - In 3-D indoor mode this will show which direction you are facing. The letters E, W, N and S will appear as guides. --- The Legendary Silver Bullet... The Lone Ranger has three weapons at his disposal: fists, a gun, and dynamite (TNT). When you start the game, you will have a short range pistol and a supply of standard bullets, as well as some silver bullets. Here's a few things to note before you get into a shoot-out with some ornery banditos: - That's a six-shooter you're packing, and after firing six shots, you'll have to reload. Therefore, every seventh shot is a blank, then you'll have a fresh clip, if you have any left. The most you can have is 50 clips (300 shots) of standard bullets and 50 clips of silver bullets. - Many of the towns you visit will have a Gunsmith's shop. There you can purchase more bullets, or TNT. In some towns you may even buy a medium or long range gun to improve your odds in a gunfight. - The silver bullets cost more and they pack more punch. A standard bullet stops at its target, but a silver bullet can pass clean through a victim and keep on going. - That TNT can be handy for getting rid of an enemy who's out of your line of fire. Try tossing a stick of dynamite at a sniper behind a stack of crates - he'll get a bang out of it. (You can carry ten sticks at a time, so use them carefully, and restock your supply often.) - Not only can you throw your own TNT, but you can pick up sticks that were thrown at you. Press the A button to pick up dynamite and the B button to throw it. - Remember, you can't throw TNT or punch a bandit in the 3-D mode, so make sure your bullet supply doesn't get too low. --- White Hats and Black Hats It might help to know who's on your side and what kind of help you can earn along the way. Lone Ranger Tonto Friendly Townsperson Charlie Potsko This gol-danged varmint's one of the meanest bank robbers west of the Ol' Miss. You'll meet him in area 3. Juaquin Fingers He and his cousins are very sharp. They'll see that you get the point of their attacks. Watch for them everywhere! Narapmino Indians The warriors of this fierce and proud tribe have been deceived and misled by many white men. They will treat you will if you first earn their respect. You'll do that in area 5. Cavendish's Cohorts Butch's boys are packin' iron and they're not afraid to use it. You'll have to rid the West of this scum before you save the President. Punch Bullets TNT Health Bonus Money Bonus +-------+-----------------------------------------------------------------+ | 15.00 | Mechanized Attack | | | Publisher: SNK | | | Release: 1990 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 15.01 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT SXUNPEVK Infinite lives EZOKIAXZ + PAOKTAAA + KANKPEVE Start with only 1 life EZOKIAXZ + TAOKTAAA + KANKPEVE Start with 6 lives EZOKIAXZ + PAOKTAAE + KANKPEVE Start with 9 lives AEVOAPLA Reduce damage by half EZOKIAXZ + AAOKTAAA + KANKTEVE Start with only 1 magazine EZOKIAXZ + YAOKTAAA + KANKTEVE Start with 8 magazines GPONAOAZ + GPEYLEAZ Magazine holds only half normal amount of bullets after first magazine used EZOKIAXZ + PAOKTAAA + KEEGZEVE Start with only 1 grenade EZOKIAXZ + AAOKTAAE + KEEGZEVE Start with 8 grenades SZUNTOVK Infinite grenades SZEYIOVK Infinite bullets +-------+-----------------------------------------------------------------+ | 16.00 | Operation Wolf | | | Publisher: Taito | | | Release: March, 1989 | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 16.01 | Synopsis | +-------+--------------------------------------------------------------+ A watered down port of the popular arcade game. Evil army men run across the screen shooting and throwing grenades. Shoot Shoot Shoot *boom* (thats as complex as it gets. The main difference from the arcade (other than the piss-poor graphics), is the gun is single shot instead of rapid fire. This makes it extremeley hard to hit anything. Of course, if you play with the controller instead of the Zapper, the rapid fire works fine. An OK game, if you don't use the Zapper. +-------+--------------------------------------------------------------+ | 16.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT IEVUNSPA Infinite continues AESSLZTL Never die PESZIGAA Start on mission 2 ZESZIGAA Start on mission 3 LESZIGAA Start on mission 4 GESZIGAA Start on mission 5 IESZIGAA Start on mission 6 AAVSIIPA Infinite magazines AAEIATPA Infinite grenades PEVKVYYE + PAVSIIIE Increase magazines PENGXYIE + PAVSIILE Increase grenades GANIYIZA Double bullets in each magazine NNESZALE Heal completely between levels GANULZZA Grenades inflict double damage ZAELGPIE Super power drinks +-------+--------------------------------------------------------------+ | 16.03 | Manual | +-------+--------------------------------------------------------------+ Operation WOLF (from Taito) [How to Operate] Controller "A" Button Fires machine gun. "B" Button Launches grenade. Arrow Keys Moves gunsight. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Nintendo  SELECT START ¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ B A < O > ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯ ¯¯¯  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Start Button - Press the START button to begin the game. Gunsight Control Selection - Press the SELECT button to choose gunsight speed. - Press the START button to continue. Light Gun Plug CONTROLLER ONE into Port 1 and the LIGHT GUN into Port 2 before turning on the NES deck. Trigger Fires machine gun. Trigger + "B" Button Launches Grenade. /\_____________ | \____________________________________________________/-|_ /__________________ \\ \\ \\ | / O O \_\\_\\_\\____________________ | \ _______O_/------------------------| \__________________ _________/ | \--/-----/ \ /\ / \ \ / \ /____\ | / // / / // / / // // // Light Gun // // //________// /____________\ Start Button - Pull the TRIGGER to start the game. Pause Function (Controller & Light Gun) - Press the START button to pause the game. - Press the START button to resume play. [How to Operate] Operation Wolf has four levels. Each level consists of six missions which are displayed on the Operations Screen. You must accomplish the mission objective and reduce all enemy forces to zero strength to advance to the next mission. The level is completed when you escape from the airport with the prisoners. Each level becomes faster and harder to complete as you progress. When you are hit by the enemy, your level of injury increases. If the injury indicator at the bottom of the screen becomes completely red, your injury level has reached the critical point and the game ends. You can reduce your injury level by getting power drinks. Increase your weapons supply by collecting extra grenades and bullet magazines. You'll need everything you can get! MISSION STATUS The player's current status is displayed below the game screen. - Time for FREE bullets. - Number of magazines remaining. - Number of bullets remaining in current cartridge. - Number of grenades. - Number of prisoners rescued. - Number of enemies. - Number of helicopters. - Number of gunboats (in jungle mission). - Number of armored cars. - Current level of injury. CIVILIANS and PRISONERS DON'T FIRE AT THE CIVILIANS OR PRISONERS. Your injury level increases if they are hit. In the PRISON CAMP and AIRPORT missions, a prisoner is rescued when he crosses the screen from the right side to the left side. The number of prisoners rescued at the prison camp will appear at the airport. [Scoring] ENEMY POINT VALUES Watch out for general! He's holding a woman prisoner. The player should aim at the general and not harm the prisoner or else the level of injury increases. Before you can escape from the airport, you must down the terrorist's HIND helicopter gunship! 10,000 points are awarded for every mission completed. 10,000 points are awarded for successfully rescuing the prisoners. Motorcycle Soldier General HIND Helicopter 150 pts. 5000 pts. 7000 pts. Armored Car Helicopter Gun Boat 1000pts. 2000 pts. 1000 pts. Field Soldier Armored Soldier Guerilla Soldier Knife Soldier 50-100 pts. 200 pts. 200 pts. 300 pts. [Bonus Items] Hit these targets to provide extra weapons and medical supplies. Vulture = Extra bullet magazines. Pig = Extra bullet magazines. Magazines = Contains 20 bullets. Dynamite = Blows up enemies on screen. Power Drink = Reduces level of injury. FREE = Free rapid fire for 10 seconds. Chicken = Extra grenades. Grenade = Extra fire power. [Mission Screens] THE PRESIDENT'S SCREEN After completing the airport mission, the president gives a speech. The type of speech he give depends on how many prisoners are rescued. # of Prisoners Tone of Speech Bonus Points 0 Angry 60,000 1 Unhappy 70,000 2 Happy 80,000 3 Happy 90,000 4 Very Happy 100,000 5 Very Happy 110,000 The game will end if you complete the prison camp mission without rescuing any prisoners. MISSION STATISTICS SCREEN This screen appears when the current game is over. It indicates how far the player progressed and the level of accuracy. CONTINUE OPTION The player can continue the current game once per mission. There is NO continue option in the prison camp or airport misions. - Press the "A" button to continue. - Press the TRIGGER for the light gun. - Press the "B" button to end the game. [Hints and Tips] Don't fire constantly - preserve your ammunition. Pick up extra weapon supplies for maximum fire power. Don't hit civilians. Fire at the knife soldier before he gets the prisoner. Armored cars, gunboats and helicopters inflict the most damage. Aim at them first. Press the "A" button to speed up the screen that appear before and after each mission. +-------+-----------------------------------------------------------------+ | 17.00 | Shooting Range | | | Publisher: Bandai | | | Release: July, 1989 | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 17.01 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT ASUAIVAZ + ASXOVXAZ + SXVONOOU Double usual shots per round ASUAIVAZ + ANXOVXAX + SXVONOOU Triple usual shots per round ASUAIVAZ + EXXOVXAZ + SXVONOOU Quadruple usual shots per round GEKAILLA + GAEETTLA More time for level 1 ZEKAILLA + ZAEETTLA Less time for level 1 GAOAATZA + AAOAPTZL More time for level 2 PAOAATZA + ZLOAPTZL Less time for level 2 GAOAZTZA + ZLOALTAA More time for level 3 PAOAZTZA + AAOALTAA Less time for level 3 GTEPOAZL Double bonus time for hourglasses PPEPOAZU Half bonus time for hourglasses +-------+-----------------------------------------------------------------+ | 18.00 | To The Earth | | | Publisher: Nintendo | | | Release: April, 1990 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 18.01 | Synopsis | +-------+--------------------------------------------------------------+ "Earth is in your hands. Save it!" Says the intro. Well I'm sorry, Earth is doomed because I can't hit a damn thing! Ships zoom from the center of the screen outwards to the edge (3D effect) really fast and you must shoot them. Except it is near impossible! Add that with the fact they shoot really fast, really hard to hit missles and you're done for! Even standing close to the screen doesn't help! Even with a mouse in an emulator doesn't help! Its hopeless. +-------+--------------------------------------------------------------+ | 18.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT AAEUXTGA Your shots use up no energy ZAEUXTGA Your shots use up less energy AAEUXTGE Your shots use up more energy AEUVEYGP Enemy bombs do no damage AEUVEYGO Enemy bombs do half damage AXUVEYGO Enemy bombs do more damage GOEUEVZA Bonus energy for shooting enemy GEEUEVZA Less energy for shooting enemy AEEUEVZA No energy for shooting enemy +-------+-----------------------------------------------------------------+ | 19.00 | Track and Field 2 | | | Publisher: Konami | | | Release: February, 1989 | | | Control: Zapper Optional | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 19.01 | Help | +-------+--------------------------------------------------------------+ Could anyone confirm that this is a Zapper game. I've heard that the Zapper section exists as a bonus game. I REALLY suck at T&F type games so I am unable to even make it to the end of the first day so I cannot confirm. +-------+--------------------------------------------------------------+ | 19.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Passwords --------- +-----------+-----------+-----------+-----------+-----------+ | Country | Day 2 | Day 3 | Day 4 | Finals | +-----------+-----------+-----------+-----------+-----------+ | USA | 1GG36VR54 | HGG3KURN2 | 1GG36URN4 | 1SS3KVJ5C | | Korea | MLGF6VRIC | MDS3KURYC | MDS36URIC | 4DG3KVJY4 | | China | CLS36VRGC | BDS3KURGC | BDS36URSC | CDGFKVJS4 | | Kenya | ISSF6VRFC | YGGFKUR3C | YGS36URFC | YSSFKVJDI | | USSR | RSS36VRWC | RGS3KURO4 | JSSF6UROC | JSSFKVJWC | | Canada | ILGF6VRDC | YLG3KURDC | IDGF6URDC | ISL3KVJDC | | France | TLS36VRCC | 2LGFKURBC | TDS36URCC | 2LSFKVJCC | | W.Germany | NDS36VR24 | 5DG3KUR22 | NLG36URTC | NDG3KVJTA | | UK | ZYGF6VRM4 | AYG3KURM4 | AYS36URMC | AYSFKVJMC | | Japan | SSS36VRPC | SSS3KURPC | SGG36URX4 | SSGFKVJPC | +-----------+-----------+-----------+-----------+-----------+ Trick ----- Start swinging and make sure your power meter is really low - either even with the "o" in "power" or lower. make your angle 80 degrees. if you did it right, the hammer will go a really short distance but you'll be recorded as going 92.04 meters. +-------+-----------------------------------------------------------------+ | 20.00 | Wild Gunman | | | Publisher: Nintendo | | | Release: October, 1985 | | | Control: Zapper Required | +-------+-----------------------------------------------------------------+ +-------+--------------------------------------------------------------+ | 20.01 | Synopsis | +-------+--------------------------------------------------------------+ Wild Gunman is another first generation NES/Zapper game and like all the others, it has three gaming modes. In Game A, you gun duel a series of gunmen who get increasingly harder, you must shoot them before they shoot you and only after they yell "FIRE!" (cool sound effect). If you manage to shoot them they have a thought bubble coming out of them saying "YOU WON!!" (which is strange, because they do this even if you shoot them between the eyes). In Game B, you must do the same as Game A, but with 2 gunmen instead of one. In Game C, the gunmen come out of saloon doors and windows and you must shoot them. +-------+--------------------------------------------------------------+ | 20.02 | Tips, Tricks, and Codes | +-------+--------------------------------------------------------------+ Game Genie ---------- KEY IN EFFECT GZOGVYVG Infinite lives YEUISPLE + PENGVALA Start with 1 life ZEUISPLE + ZENGVALE Start with 10 lives YEUISPLE + YENGVALE Start with 15 lives GZNIPAVG Infinite bullets AXVIEOYA Start with double normal bullets AUVIEOYA Start with triple normal bullets AEVIEOYE Start with half normal bullets IENSUOZA + IEUSSUZA Shoot 5 baddies to finish level +-------+--------------------------------------------------------------+ | 20.03 | Manual | +-------+--------------------------------------------------------------+ WILD GUNMAN Instruction booklet Mode d'emploi (picture of the light gun) Light Gun series Serie pistolet a rayons PAGE 1 ------ Look for this seal on all software and accessories for your Nintendo Entertainment System. It represents Nintendo's commitment to bringing you only the highest quality products. Items not carrying this seal have not been approved by Nintendo, and do not meet our standards of excellence in workmanship, reliability and most of all, entertainment value. (picture of "This seal is your assurance that NINTENDO has approved the quality of this product"). PAGE 2 ------ English. Thank you for selecting the Nintendo Entertainment System Wild Gunman Pak. This game requires the Zapper, Light Gun Attachment. Object of the game/Game description. Put yourself in the middle of a western showdown. Armed with the Zapper, it takes a quick hand and dead-eye to earn your reward. Draw against the most wanted outlaws in the West. Then, if you're brave enough, take on the whole gang at once! Please read this instruction booklet to ensure proper handling of your new game, and then save the booklet for future reference. 1. PRECAUTIONS 1) This is a high precision game. It should not be stored in places that are very hot or cold. Never hit or drop it. Do not take it apart. 2) Avoid touching the connectors, do not get them wet or dirty. Doing so may damage the game. 3) Do not clean with benzene, paint thinner, alcohol or other such solvents. 4) Read the instruction booklet for the Zapper thoroughly. Note: In the interest of product improvement, Nintendo Entertainment System specifications and design are subject to change without prior notice. (C) 1986 Nintendo PAGE 3 & 4 ---------- 2. CONNECTING THE ZAPPER TO THE NINTENDO ENTERTAINMENT SYSTEM CONTROL DECK. (picture) -------- | | ______ | TV |---------/ \ | | / NES \ -------- ----------- Zapper | _ _ ::|-Socket (no I'm not going to ----------- ascii-draw this one!) |______________________________________| Insert the Zapper's connector into the Controller socket 2. PAGE 5 & 6 ---------- 3. NAMES OF CONTROLLER PARTS AND OPERATING INSTRUCTIONS. Controller 1 used for START/SELECT Control Pad - not used. A button - not used. B button - not used. SELECT button When this button is pressed, the arrow ( -> ) on the screen moves. Line up the arrow with the game you wish to play. Game selection is also possible with the Zapper. START button Press this button to begin. Starting is also possible with the Zapper. Pause: If you wish to interrupt play in the middle of a game, press the START button. The pause tone will sound, and the game will stop. Press the START button again when you wish to continue play. The game will continue from where you left off. * The TOP SCORE will disappear if the reset switch is pressed or the power switch is turned off. 4. OPERATING THE ZAPPER. Target range: approx. 6 feet * The target range depends somewhat on the size of your TV. Adjusting the TV screen * The TV screen must have its contrast and brightness adjusted properly for this game. If not, shots may not hit the targets. Selecting and starting games with the Zapper * Point the Zapper away from the screen with the game menu displayed, and shoot. The arrow ( -> ) will move. * Line up the arrow ( -> ) with the game you wish to play, and then shoot directly at the screen. The game you selected will start. (picture of a little boy holding the Zapper and pointing it at a TV) PAGE 7 ------ 5. HOW TO PLAY Game A In this game, you draw against a single gunman. * When the gunman's eyes flash and he says "Fire," he'll draw his gun and fire. * The hit range is the entire TV screen. * "You Won" is displayed when the gunman is beaten, "You Lost" is displayed when the gunman beats you. * If you shoot before the gunman says "Fire", "Foul" appears on the screen and you lose the wave. * As the game proceeds, faster shooting gunmen appear (maximum speed 0.4 seconds). (picture of Game A screen) Quickshooting time of the player (top right of the screen) Shooting time of the gunman (under the player's Quickshooting time) Score (middle bottom of the screen) Wave number (beside the score and preceded with a "W:" mark) Number of players left (under the Wave number & preceded with a gun icon) Reward for the gunslinger (bottom right of the screen) Game B In this game you draw against two gunmen. Play just like Game A, except that sometimes only one gunman will say "Fire." When this happens, shoot only the gunman who says "Fire." (picture of Game B screen) PAGE 8 ------ Game C Point the gun toward the screen and wait. Then gunmen appear one after another from the windows and door of the building. Shoot them before they shoot you. * Beat 10 gunmen to clear a wave. * You have 15 bullets. (picture of Game C screen) Number of bullets (bottom left corner of screen) Score (bottom center of the screen) Wave number (bottom right of the screen and beside a "W:" mark) Number of players left (under Wave number and beside a Gun Icon) [RULES] Games A and B 1) The gunman says "Fire." At the same time, his eyes flash and he draws his gun. 2) Quickly draw your gun and shoot the gunman. * It is against the rules for a player to draw his gun before the gunman does. 3) The player loses if the gunman shoots first. 4) If you shoot & hit the gunman before he says "Fire," it is a "Foul" and you lose. * It is also a "Foul" in Game B to shoot the gunman who did not say "Fire" first. 5) The game ends after three losses. PAGE 9 ------ Game C 1) Shoot 10 gunmen with 15 bullets. * Two gunmen may appear at the same time. 2) The player loses if a gunman shoots first, and the game ends after three losses. [Scoring] Games A and B When the gunman is beaten, the reward become the score. In addition, bonus points are awarded, depending on the number of seconds left after beating the gunman. The quicker the win the higher the bonus. Game C After beating a gunman, the score is displayed. These are added up as the game proceeds. PAGE 10 ------- [Characters] WANTED (Picture of 5 criminals.) PAGE 11 & 12 ------------ Warranty (not written) PAGE 13 to 25 ------------- French version of the booklet (not written, peut-etre plus tard!) (maybe someday!) +-------+-----------------------------------------------------------------+ | 21.00 | I Need Your Help! | +-------+-----------------------------------------------------------------+ If any information is wrong please correct me. If you know ANYTHING related to the Zapper that is not here please email me. Any manuals/codes/release dates/games I'm missing/reviews from magazines/etc. If you can write a synopsis for game I don't have one for (or if you can write a better, more detailed one), please send it to me. Manuals for: Chiller, Freedom Force, Gotcha!, Laser Invasion, Mechanized Attack, Shooting Range, To The Earth, and Track and Field 2. I would like to have some more information on different light guns for the NES. One being the "LaserScope" by Konami. Are there others? If you know how the Zapper works (indicates a hit), email me. I am also thinking of adding a section on the Japanese/European Zapper/Zapper games, but only if I can gather enough worthwhile and interesting information. If you know a bunch about Jap/Euro Zappers and games please contact me. +-------+-----------------------------------------------------------------+ | 22.00 | Credits | +-------+-----------------------------------------------------------------+ This FAQ is copyright 1999, 2000 Jason Lunsford (SpoonDog). You can distribute freely as long as it is not altered in any way, shape, or form. If you wish to include it on a web site, ask permission first. You may not sell it for profit. Myself, SpoonDog (spoondog@inetnow.net) Compiling/writing everything My Zapper (KA-PANG!) Sticking by me all these years... Brandon Upp (doken@juno.com) Pointed out Track and Field 2 to me Joey (jonesjr@email.uah.edu) Pointing out Gotcha! The Movie Mantis Knight (mantis_knight@yahoo.com) Wrote synopsis for Laser Invasion, some info on Zapper quirks, brought a few other details to my attention. Martin Nielsen (d0p@sofi.ah.dk) Adventures of Bayou Billy manual Mike Etler (mikeetler@aol.com) For his comprehensive NES rarity list Simon South (srsouth@uwaterloo.ca) Barker Bill's Trick Shooting manual Steve Begin (sbegin@videotron.ca) Baby Boomer & Wild Gunman manuals ShadowMan024@yahoo.com GumShoe manual |tsr (tsr@atarihq.com) Duck Hunt, Hogan's Alley, Lone Ranger manuals, and tons of other stuff I probably ripped off his site (codes, etc.) VmprHntrD (kenne002@coyote.csusm.edu) Operation Wolf Manual Zerothis (zerothis@northcoast.com) Explanation of how the Zapper works. Zapper manual by UNKNOWN. (If you know who typed this please e-mail me so I can give credit) All games/titles are copyrighted/registered to their respective owners. (Don't sue me!!) ---[END OF FILE]---