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