Battle Circuit Walk-through and FAQ 1.0



V 1.0 - 2001, August 23th

Author: Chris Moon 
E-Mail: camoon@radiks.net
Co-Author: Sane Jake (After a while, I just sat back and let him do the 
faq!)
E-Mail: jreyal@hotmail.com

Please contact either of us if you have any questions, comments or 
corrections.


Updates in this version from version 0.50:
-Text when you fight the Stage 8 boss
-Strategies for fighting the Stage 8 boss from Sane Jake
-More game basics (PO meter, one hit wonders)
-New BONUS section!!! (gold saucer bonus and time bonus)
-Ranking (again from Sane Jake)
-More info on levels (Strider Ishmael spots another weird Capcom-ism)
-Improved move description for characters (very slight).
-Point-Counterpoint debate in regards to the worth of characters.
-Region differences.
-More proof reading, yay!


*************************************************************
OUTLINE:

1. A brief overview
   A. A brief history of Capcom beat-em-ups
   B. Legend
   C. The beat-em-up basics
   D. Battle Circuit Game System
   E. Character moves and Upgrades 
 
2. The world of Battle Circuit
   A. Meet your enemies
   B. Meet your items
   C. Meet your money
   D. Meet your food
   E. Meet your bonus!

3. Walkthrough
   A. Intro & Stage 1
   B. Stage 2
   C. Stage 3
   D. Stage 4
   E. Stage 5
   F. Stage 6
   G. Stage 7
   H. Stage 8 (secret)
   I. Game conclusion
   J. Count-down text

4. Region differences

5. How can I play Battle Circuit? (availability)

6. Future updates

7. Credits

8. Legal
*************************************************************

1. A brief Overview

1.A) A 'brief' history of Capcom beat-em-ups

Battle Circuit is hard to appraise as a game without seeing it in the 
context of the many other beat-em-ups made by Capcom.  For fighter fans, 
it would be like speaking of Capcom vs. SNK without discussing any 
previous Capcom or SNK fighter.  Battle Circuit rests upon the shoulders 
of a long history of other side scrolling beat-em-ups, which I will list 
momentarily.  But before that, let me briefly explain what a side-
scroller is, just in case someone has come to this faq utterly confused 
in regards to the nature of the game.

Side scrolling beat-em-ups, while not invented by Capcom, were 
popularized by the highly playable Final Fight, indeed, many games have 
been referred to as Final Fight clones.  The formula is nothing short of 
simplicity itself.  Side-scrolling beat-em-ups involved walking along a 
normally predetermined path from left to right, beating up every 
opponent which comes your way.  

These were two button games (attack and jump), but they had their own 
elegance.  From the very beginning, Capcom game each character a chain 
combo, such that Guy would issue a series of punches and then follow it 
with a kick that would knock his opponent down.  Characters were also 
equipped with powerful throws, giving each character more versatility 
than we'd seen in previous games of this type.

Where Final Fight differed radically from so many games that proceeded 
it though was its simulated 3D nature--pushing the controller up made 
your character move 'deeper' into the picture, thus enemies could 
approach from many different 'planes'.  The only game I can think of 
that did this before Final Fight was Double Dragon--which while good for 
its time is not a shadow of what Capcom had accomplished.

In this way, unlike other successfully side-scrolling platformers like 
Strider, beat-em-ups required a completely different strategy, and the 
whole new problem of being completely swarmed.  Capcom foreseeing the 
problem immediately introduced the 'desperation move' that would get you 
out of a pinch but at the cost of your health.

Another convention (again, not really new but popularized) was being 
able to pick up bits of food scattered about the game to restore your 
health and keep on with the fight.  At times I think Capcom has been 
mocking this institution--even in Final Fight you can eat the gum of a 
cop who has just spit it out.  In The Punisher you can find food in the 
sewer waters and eat it.  Funny or not, it wouldn't be a side-scrolling 
beat-em-up without food power-ups.

One more thing you'll find in virtually all of them (yet strangely 
absent from Battle Circuit) are weapons here and there.  From lead pipes 
to shotguns to spare tires and even furniture, its all been used as 
weapons in Capcom's never ending pursuit of head-smackin', yet you'll 
find none in Battle Circuit.  Am I disappointed?  Yes, but the game does 
fine without them.

Yet, with so many side-scrollers, you'd think it would get terribly 
stagnant (and certainly the death of the side-scroller suggests that), 
but between 1990 and Battle Circuit (1997) (which I believe is the last 
side-scrolling beat-em-up from Capcom) we see some incredible innovation 
and experimentation.   So here is a partial list of side scrollers that 
might be worth checking out if you also enjoy Battle Circuit:

Final Fight: Chain combos and desperation moves.

Warriors of Fate: Added rushing attack (down+jump) and super moves 
(down, up+attack).  This is an early favorite of mine, sort of a 
revamped and much more playable Final Fight with some great humor.

Cadillacs and Dinosaurs: True dash attacks and dashing jump added, no 
super move.

Captain Commando: Same as C&D, but with special dashing jump attack.  I 
personally believe that the Buckaroo Bonsai movie was based off of this 
game.

King of Dragons: Very early version of the D&D games.  No dashing or 
super attacks.  No weapons can be picked up -but- weapons can be 
upgraded.  Very limited blocking introduced.  This is a sister game to 
Magic Sword, but Magic Sword doesn't qualify by my definition above, so 
I haven't listed it here.  

Knights of the Round: Same as above but with serious improvement to 
graphics, gameplay and blocking.  IMO KotR is also the most boring beat-
em-up ever made.

The Punisher AKA Capcom goes balls-to-the-walls: One of the most 
innovate of the CPS-1 side-scrollers.  All-way dashing, special dash 
attacks, super (down, up+attack) attacks, grab opponents off the ground, 
items now have 'use meters' instead of just randomly breaking, 
desperation move, dashing desperation move, special desperation move 
while grappling -and- grenade stock!  Oh, and your character now has a 
gun.  Wow!

Dungeons and Dragons 1: Moving on to the CPS2, the first installment of 
D&D was popular but not as great as it should have been.  No special 
moves, no grabs, and you can't change your weapon!  On the other hand, 
this game introduced inventories in a side scroller (doubling as a spell 
book), a -good- blocking system, the <Forward+A> move and new team play.  
Bring that cleric along coz he MIGHT heal you if things get ugly.

Alien versus Predator: My vote for best side scroller of all time, 
though serious competition from D&D 2.  FAST game play with crazy combos 
and a diverse character line up.  Introduced charge moves (Kurosawa), 
weapon clips, personalized weapons, juggling, air-dives.  Strangely 
there is no true dashing, but all the characters have power-dash/slides 
done with the jump to get around it.  An incredibly tight game.

Dungeons and Dragons 2: An absolutely incredible side scroller over two 
hours long!!!  Even more characters than D&D 1 with super-moves, rolls, 
slides, dashing, air-dives (the dwarf) and even more spells!  The best 
feature though was being able to change weapons.  The fighter could 
fight with two weapons if you set it up right, or just buy a giant two 
handed sword later in the game.  Watch me gush!


Powered Gear: Sort of an anomaly in the side-scrolling universe, and 
only recently re-discovered due to emulation.  Game play is more natural 
than the infinitely clunky Cyberbots, but still not as fluid as a good 
side scroller should be.  By fusing the idea of side-scrollers with 
mechs, we see the first beat-em-up with ammo and interchangeable parts.  
No 'super' moves (D,U+A) but plenty of <forward+A> moves.  A strange 
game that deserves a few plays, but seems rather forgettable.

Battle Circuit: What a pity this never made it over to the states coz it 
comes in a solid third for me on this big list of beat-em-ups!  Some 
very creative character design and the ability to customize your 
characters with new moves sets this one apart from all the others.  All-
way dashing like the Punisher along with grabbing people off the floor.  
Juggling like Alien vs. Predator is back, and even crazier than before, 
along with a new power-up system that works a bit like the Grenades in 
Punisher, but in effect turns BC into a cooperative team-player game, 
not unlike D&D 2.  A fantastic game; reason enough to write this faq.



1.B) Legend:

This faq uses the following abbreviations to refer to combinations of 
button depresses and joystick positions.

Joystick positions:

F)orward (that is, push the joystick toward your opponent)
B)ack (only in throws, pull the stick away from opponent)
U)p
D)own

Buttons:

A)ttack 
J)ump

Other special commands:

A few moves are done by doing a fireball motion (down, down forward, 
forward+A), I'll refer to those as FBM or fireball motion.

Some moves require that you hold down a button.  I'll refer to this as 
charging.  Charging is different than when you 'charge' in a street 
fighter game since there is typically no 'away' direction in a side 
scroller.


1.C) The beat-em-up basics:

My apologies to those of you who have been playing beat-em-ups since 
Final Fight, yet there may be someone out there who has never seen one 
before, so here goes:

I've already described the basic flow of games like this, so I won't 
repeat myself (at least, not much).  Your character should cycle through 
a chain combo if you just keep pressing A next to an opponent.  In the 
olden days, you could cancel out of the cycle by pressing down or away 
during the combo and throw your opponent.  In Warriors of Fate you could 
sling some people from a pretty good distance doing this, but this is 
not the case in Battle Circuit.

What we do now is tag on more damage by using a super move (d,u+a) which 
all the characters except for Alien Green has, such that it interrupts 
the combo before the last hit comes out.  The reason for doing this is 
the last hit of the chain will end the attack and knock down your 
opponent, but interrupting it with your super will tag on several more 
hits, even hitting other opponents.  Also, realize I'm speaking in 
generalities.  In Battle Circuit, your character has several special 
moves, so you'll need to experiment with the best combinations.

Grabbing is still a crucial technique in Battle Circuit.  Move close to 
your opponent (often its useful to come in from above or below) and you 
will automatically grab them.  Once you have grabbed an opponent, the 
entire battle system changes.  Hitting A will strike your opponent but 
not release your hold, while hitting A and holding F or B will throw 
your opponent, typically ending the grab.  At this time you may also be 
able to execute one of your special moves (typically a d,u+A move) such 
that your attack might look like: A,A,A,D,U+A resulting in three normal 
hits and whatever your special move would result in.


Another commonality is the special throw.  In general, most characters 
that have 'big' throws, execute them by jumping after a grab, then 
hitting A or D+A.  One of Alien Green's first throws is executed this 
way.

There are also a few secrets to jumping attacks that might not be 
evident to the novice.  For starters, your character has two kinds of 
jumping attacks, one that knocks down and another that is good for 
starting combos.  The first is done by just hitting A in the air, the 
second however is D+A in the air.  The importance of this will be 
obvious when you're fighting a boss and need to get close to start a 
combo.  Note that you can't do the D+A attack during a dashing jump.

Items:  You'll find that to stay alive you're going to need to grab 
every thing you can find while you're busy wringing necks.  You'll find 
money, food or power-ups inside of almost anything that can be broken 
(including your enemies) so make sure to break all those boxes, park 
benches, shop display windows, or anything else that looks like it can 
be broken.  Battle Circuit is no exception.

Anyway, on to the specifics!


1.D.) Battle Circuit Game System:

Battle Circuit has an extremely friendly and flexible game system.  
Everything I've talked about above you can do here, and a bit more.  In 
Battle Circuit we have characters that can hover, shoot massive beams 
out of their chest, eat their opponents, etc.  It's pretty amazing.  But 
before I get around to explaining each character, here are some things 
every character can do:

Basic moves for all characters:

Dash: press twice in any direction, continue to hold the pad or stick in 
that direction to continue running.  Pressing an attack while dashing 
results in a unique attack.

Grapple:  All characters can grab enemies by moving very close to them. 
Once grabbed, you can tap A to keep beating on them, or press a 
direction+A to throw.  You can often use a special move (like Blue's 
Tornado uppercut during a grapple.)

Grabbing downed characters: Like the Punisher, you can grab characters 
off the floor and throw them.

Desperation move: Hit A+J while on the ground.  Can be used to escape 
throws.  Can be combined with another player for a super-desperation 
attack!  This requires standing virtually on-top of another character 
(you will know when this can be done, as electrical charges will shoot 
between the two characters).

Power-up: If you have picked up a BDL (B!), hit A+J in the air to use 
it.  Effect varies per character.  If playing with more than one 
character, power-ups effect everyone in the party, hence, Green's 
vitality up heals everyone in the group.

Another tip about Battle Circuit gameplay: note which move knocks the 
most coins out of characters and exploit it.  All the money you collect 
will be used to buy upgrades, so pound that money out of your enemies!  

Making sense of the screen:

OK, most of this is very standard, but there are a few things which are 
new to Battle Circuit so I thought I'd explain them:

As usual, you'll find your health bar at the top of the screen (perhaps 
player 3 & 4 have theirs at the bottom?) and next to that will be some 
yellow numbers which indicate how much money you have.  Purple numbers 
are your score.  When you are striking an opponent, their name, portrait 
and life bar will appear under yours.  In games like Final Fight where 
you could hit your team-mates, their name, health meter and portrait 
would appear under your health meter.  

New to Battle Circuit however is the power-up guage.  It looks like half 
a dial, and is easy to mistake for decoration.  It has five segments, 
and every time you pick up a power-up, an additional section will light 
up.  Note that every time you die, your character should start again 
with two sections lit.

Ranking:  Unlike most other side scrollers, Battle Circuit uses a 
ranking system similar to Strider 2 and Street Fighter 3 Third Strike.  
Other side scrollers certainly rewarded you based on performance, but 
now you get a letter grade to go along with it, which seems mostly based 
on time.  I've included rankings provided by Sane Jake at the end of 
each Stage in the walkthrough part of this FAQ.





1.E.) Character moves and Upgrades

Cyber Blue

Very standard Capcom fair.  A great in-your-face character with a 
powerful uppercut.  Once powered up, he becomes very well balanced, and 
also hard to distinguish from some of the other characters.

SJ:  Blue starts out with the best standard attack round and little else 
until he buys some upgrades.  As stated, the most well-rounded character 
with a decent projectile, enhanced desperation, and hard hitting, wide 
ranged melee attacks.  Personally though... he's my least favorite.  I 
don't know... maybe because he's the default player, or the "Ryu" 
character... and also apparently being one of the least effective 
characters against the Master Program.


Ending quote: "No problem!"

Power-up: Power Up (I.E. he does more damage)

Special moves:

Tornado (D,U+A): Pretty standard uppercut.  Hits multiple times. [Can be 
upgraded]

Burning Knuckles (F+A): Pretty much the same thing as Terry's move.  
Cyber Blue rushes forward with his fist, knocking all opponents in his 
way down.  If used during a grapple, Blue will drag his opponent with 
him, slamming him into other baddies.

Cyber Blast (Charge A then release): A large bolt of energy explodes 
from Blue's chest. [Can be upgraded]

Desperation Move: Cyber Blue is enclosed in an electric sphere that 
knocks down all in area.  [Can be upgraded]

Upgrades:

Hyper-Tornado (D,U+A), Cost 50, Description--Big uppercut

Burning Heel Kick (Dash+A), Cost 100, Description--dashing flip kick.  
Can be done at angles to hit multiple opponents.

Heat Kick (Dashing jump+A), Cost 200, Description--descending kick that 
sets enemies ablaze.

Giga Crush (A+J), Cost 300, Description--Enhanced desperation move.

Vital Gain, Cost 400

Cyber Cannon (hold A to charge, release to fire), Cost 500, Description-
-Beam weapon.

BDL UNIT, Cost 200, Description--same as B! found in game.

Extend, Cost 1000



Yellow Iris/Beast

A strange yellow beast-girl, somewhat reminiscent of Felicia, 
accompanied by a squirrel fox (Fin).  This is a nice alternative to 
playing Cyber Blue.  She has all the basic moves but is a bit faster 
with a more unique feel.

While being primarily an in-your-face character, Yellow Iris takes a bit 
more skill than Blue as her moves are not as strong--work on your 
combos!  Also, it seems worth noting that when you throw a downed 
opponent, Yellow Iris actually uses her Squirrel Fox to do the job.

SJ:  I love cat-girls...  Anyhow, of all the moves to buy the most 
important is the Aerial Dance.  Meantime, buy the cheap whip move for a 
bit of spare change.  Yellow Iris is probably the most likely to earn 
lots of cash because her moves hit very rapidly and hence, they release 
more change.  Yellow's other particular strength is that she starts out 
with the longest-ranged projectile in the game.


Ending quote: "I did it!"

Power-up: Speed up.

Special moves:

Whip (F+A) A single whip attack [Can be upgraded]

Aerial Dance (D,U+A) Basic multi-hit uppercut.

Fin Attack (Charge A, then release) Fin (the squirrel fox) begins to 
glow.  When A is released, Fin streaks across the screen, knocking 
opponents down for damage.

Rushing Attack: Yellow is one of the few characters that warrants a 
description of her rushing attack.  Yellow executes a two hit flip kick, 
which while not superb in of itself can be performed at angles, hitting 
multiple opponents.

Upgrades

Whip rush (F+A), Cost 50, Description--Multi-hit whip attack.  Decent 
damage, plus it knocks a lot of coins out of opponents.  This can also 
be followed by a combo.

Triangle shot (Dashing jump+A), Cost 100, Description--about the same as 
Blue's heat kick, only with a punch.

Aerial Dance (D,U+A), Cost 200, Description--vastly improved Aerial 
Dance.  Hits more and shadows connect as well.

Mirage Dance, (Grab, FBM+A), Cost 300, Fantastic grappling move.  Does 
good damage and knocks out a lot of coins.

Vital Gain, Cost 400

Fin Special, (Charge A and then release), Cost 500, enhanced Fin Attack 
that can hit several opponents at once.

BDL UNIT, Cost 200, Description--same as B! found in game.

Extend, Cost 1000



Alien Green

A large plant character that specializes in grappling.  Lacks an 
uppercut that may turn some people off.  

Green has definitely got something going on, and his ability to heal 
everyone in the group is a big plus.  His normal attacks are VERY strong 
(he can win the bonus round without using any special moves), and some 
of his grabs can be devastating--not just to that one opponent, but 
everyone around him.  Maybe not as flashy as others, but a solid, well-
rounded character.

SJ:  Alien Green really rocks!  You'll most certainly want SOMEONE 
playing him, for the healing if nothing else.  Alien Green has an easier 
time against Pluto and is helpful in practically every battle.  Note 
that the Alien Twister is not only powerful, but economical, too!  If an 
enemy is weak, finish them with the Twister - the move is worth 10 
coins.


End quote: S/He blooms.

Power-up: Vitality up

Special moves:

Extended grab (F+A): For anyone who's played Cyberbots or Powered Gear, 
this is very similar to the giant claw you could use in those games.  
Basically, Green extends a plant tentacle that can grab an opponent, at 
which point you can proceed to beat on them.

Poison gas (Charge A then release): Green emits some gas that stuns 
opponents briefly.  Good for stopping rushing opponents or getting in 
for the grab.

Grappling moves:

Piledriver (J,A): Green jumps in the air, then lands, crushing his enemy 
beneath him.

Big slam (B+A): Green slams his opponent into the ground on either side 
of him. I seem to get more hits by alternately pushing the stick F and B 
while tapping A.  This is good for damaging other enemies around you.

Desperation move: Hard to say EXACTLY what is going on here, but it 
looks like Green makes the earth around him explode using his root 
system.  The fact 'he' can do it in the air (if escaping from a grab) 
doesn't make figuring out what's going on here any easier.

Upgrades:

Alien Twister (Grab, FBM+A), Cost 50, Description--squeeze enemy to 
death

Alien Magic (Grab, full circle motion+A), Cost 100, Description--One of 
the craziest moves in the game.  Green eats his opponent, and spits them 
out as a spore.  Sometimes, when the move kills your enemy, food items 
pop out!

Green Cyclone (FBM+A), Cost 200, Description--Green sends a cyclone 
across the screen.  This can be worked into combos and even used to hit 
downed characters.

Healing Plus, Cost 300, Description--boost to vitality up.

Vital Gain, Cost 400

Honey Bee Attack (hold and release A), Cost 500, Description--If you 
don't charge very long, you get only the poison gas attack, but what 
you're really looking for is the fully charged attack.  Green spits some 
black goo on an enemy (hard to connect), who is then attacked by a swarm 
of bees.  LOTS of damage!

BDL Unit, Cost 200

Extend, Cost 1000



Pink Ostrich

A girl riding on the back of a pink ostrich with an eye patch.  Not 
quite sure who the boss is here, but it doesn't seem to matter.  

Pink immediately differs from the other characters because she has a 
double jump and can hover.  Pink is definitely more of a crowd control 
character than an in-your-face character.  Flying gives her a defensive 
advantage, but it also makes fighting that much more tedious when you 
are effective out of the game for a good part of it.  Also, most of her 
moves are pretty weak. 

SJ:  Pink Ostrich may be slower but she IS potent.  The Sky Capture is a 
heavy-powered throw move, and most bosses don't have any defenses 
against her moves.  Her biggest weakness is a significant shortage of 
cash - few of her moves really shake out the coins except that sky dance 
of course.  The Triple Feather is quite useful, BTW - defensive, 
excellent for knocking down bosses and getting some breathing space as 
it's likely to hit and has practically no charge time.  Sonic spin does 
fairly heavy damage with lots of range.


End quote: ???

Power-up: Death blow.  This apparently allows for critical hits.


Special Moves:

Rising Ostrich Kick (D,U+A): multi-hit uppercut type move. [Can be 
upgraded]

Levitate (J,J+U): Not an attack in of itself, but critical for sky stomp 
and sky capture.

Sky Stomp (levitate, D+A): One of Pink.O's best moves, but requires a 
little practice to connect.  Hits for a good amount of damage and can 
hit multiple opponents at once.  This can also be comboed into another 
move or chain.

Sky Feather (B,B,A): Pink spins in the air shooting a single pink 
feather to the ground.  A nearly useless move.  [Can be upgraded]

Burning Arrow (Hold A to charge, release to fire): Pink shoots a
burning arrow.  Hold longer for a wave effect. [Can be Upgraded] 

Desperation Move: Pink.O spins, knocking all nearby opponents down.  
Note, you can still move about while doing this move.

Upgrades:

Burning Arrow (Hold A to charge, release to fire), Cost 50, Description-
-Pink shoots a burning arrow.  Hold longer for a wave effect.

Sonic Spin (D,U+A), Cost 100, Description--A rising version of Pink's 
desperation move, but with no cost to your health.  Only hits once, but 
great against multiple attackers.

Sky Capture (levitate, D+B), Cost 200, Description--Like the sky stomp 
but descends at a steeper angle.  Low damage, but can hit others.  Great 
against seemingly impossible to hit bosses. 

Triple Feather (B,B,A), Cost 300, Description--3 way sky feather, and 
just as useless as the non-upgraded version.

Vital Gain, Cost 400

Pinky Ball, (B,D+A), Cost 500, Description--One of the predators had 
this same move.  Pink descends in a ball that hits multiple times for OK 
damage.  

BDL UNIT (A+B in air), Cost 200, Description--same as B! found in game.

Extend, Cost 1000



Captain Silver

Move wise, another clone of Cyber Blue, but with some very strange 
animation.  For my own tastes, Captain Silver seems a bit on the gay 
side, but I'll let you decide.

The Captain's major advantage over others is his ability to freeze his 
opponents, letting you get in a few extra hits. 

SJ:  I agree... Captain Silver does seem a might light in his loafers 
when you watch (and it's a pity that you HAVE to watch) his bony 
animation.  Silver's particular strong point is his projectiles, but his 
combative abilities are still impressive (cool cannon grab!)


End quote: All right!

Power-up: Defense up.

Special moves:

Silver rush (dash+A): Captain Silver disappears during his dash but his 
fist phase in and out, striking multiple times.  [Can be upgraded]

Silver Arc (FBM+A):  A frustrating move because I tend to get it instead 
of the Slash upper.  A weak uppercut-type move that ascends at a 45 
degree angle.  Only hits once and ends any combo you're doing.

Slash upper (D,U+A): a fairly standard multi-hit uppercut

Freeze spear (Charge A, then release): A hunk of ice explodes from the 
Captain's chest, freezing anything in range.

Upgrades:

Silver Wind (Dash+A), Cost 50, Description--Enhanced version of Silver 
rush.  

Slash Stream (D,U+A), Cost 100, Description--Enhanced uppercut.

Rolling Crush (In air, D+A), cost 200, Description--Multi-hit air dive.

Freeze Laser (Charge A, then release), Cost 300, Description--An ice 
beam that can freeze multiple opponents at once.

Freeze Storm (Charge A, then release), cost 500, Description--A machine-
gun like burst of ice particles.  Does healthy damage.

BDL UNIT (A+B in air), Cost 200, Description--same as B! found in game.

Extend, Cost 1000



2. The world of Battle Circuit
   

2.A.) Meet your enemies:

Reptail 1:
Green bipedal lizard.  Only weapon seems to be a wrench they swing 
occasionally, can also hit with tongue.  Total cannon fodder.

Reptail 2:
Red version.  Maybe a little stronger, but no real threat.  Can attack 
you with its tongue and throw grenades.

Rabrada:
Large four-armed tough guy, this one is green skinned.  Large life-bar.

Dorien:
Identical to Rabrada, but with blue skin.

Arnold: 
Similiar, but red skinned and without a helmet.  I've also noticed that 
Arnold blinks when he's hit instead of getting knocked back.

Hayne:
The names just keep getting better!  Identical to Rabrada, only purple.  
This one can transform into an undead version that looks like Arnold 
(only with gray skin), and also blinks when hit.

Gunbuster A:
Red samurai looking robot with grenade gun or flame thrower.  Medium 
life-bar.

Gunbuster B:
Black and gold version, fires laser gun (straight beam or scatter shot.)

R.O.B. ver 1.0:
Green robot with tiny life bar.  Very slow, but can fly.

R.O.B. ver 2.0:
A yellow robot that can spit out a grenade now and then, and can also 
fly.

R.O.B. ver 3.0:
Blue version that's a bit faster and can perform rushes by hovering 
along the ground.

Bike Gal:
One hit wonders.  Very fast, often contain food.

Gunbot A:
Little green robot dudes that fire machine guns and also carry knives 
for close range attacks.

Gunbot B:
Blue version.  Seemingly larger life-bar.

Gunbot C:
No clue how this differs from version B.  I'll be honest, the whole 
gunbot series pisses me off.  They tend to be good at running away and 
hiding behind the rest of the crowd taking pot shots at you.  I can take 
on a crowd of the four-armed heavies, but these guys get on my nerves.


Here is a note from Sane Jake on what I have referred to as 'one hit 
wonders'.  Biker girls only appear as one hit wonders, but some of your 
normal enemies listed above appear occasionally as one hit wonders.  
Anyway, here's what Jake has to say:

"Occasionally, enemies that only take one hit appear at the far 
left/right hand sides of the screen, fire a shot or two, and run off. 
While they often drop food at times, your better bet is to grab them and 
use the "standing hit" on them. By standing hit, I mean the grab attack 
move where you just hit attack without pushing any directions, making 
the character hit them. Normally, you release them on the third hit. 
However, on these special enemies, you can hit them over and over again, 
each hit giving you a coin."

As this faq gets closer to being a complete walkthrough, I'll probably 
be noting specially where you can find these 'one hit wonders'.




2.B.) Meet your items:

B!: Battle Download Guage Recover--Push A+B while jumping for a quick 
power-up!

M: Money Maker Unit--Turns enemies into coins.

Why no weapons???


2.C.) Meet your money:

Copper: 1
Silver: 2
Gold: 5
Bag of coins: 10
Briefcase: 20

Is it possible for the amount of money in Briefcases and Bags to vary?

2.D.) Meet your food:

Small recovery--
Slush
Noodles
Apple (small)
Watermelon
Pizza (small)
Spaghetti
Banana

Medium--

Hamburger
Clab?
Honey
Peaches
Tempura

Large--(multi-bite foods)

This is the first capcom game I know where food comes in multiple 
servings, meaning that each character could conceivably have a bite if 
they choose.

Beef: Yup, there is an entire COW all cooked up for you in the game.  
What's disturbing is that you can eat pieces off of it, such that on my 
first bite its entire rump disappeared.  Even more humorous however is 
that after you've devoured all the meat, you can then eat its remaining 
skeleton.  Weird.

Chicken: three bites.

Large apple: three bites.

Large Pizza: four bites.

2.E.) Meet your bonus!

Golden Saucer bonus:

I couldn't figure out where else to put this.  Like Magic Sword -AND- 
Pocket Fighters, there are occasional bonuses (in this case food) for 
grabs, but you're going to need to hit a little golden saucer that flies 
across the screen.  Once again, here's Sane Jake's take on it...

"The yellow ship appears every 250,000 points you score. If you get the 
points as the result of a boss kill, or during a bonus stage, then he 
appears in the beginning of the next available stage.  If you whack him 
more than once, he drops a bag of coins per additional hit."

Ranking Time Rewards:

The faster they die, the better your cash!

S:  100,000 pts
A:  50,000 pts
B:  10,000 pts
C:  5,000 pts
D:  3,000 pts

Health reward:  300 pts x % remaining


3. Walkthrough

Note:  In documenting the text, I've gotten samples of text from the 
different characters, most of which is almost identical with some slight 
yet colorful variations.  I've indicated which character I recorded text 
for, but that does not mean that another character will say precisely 
the same line.  In the text I've referred to each character as Cyber 
[Blue], [Yellow] Iris, [Green] Alien, [Pink] Ostrich and Captain 
[Silver].  Please e-mail variants so I can make the text as complete as 
possible.

3.A.) Game intro and Stage 1:

Game Intro:

In the year 20xx, a battle for world domination now begins!!

Johnny: "With that disk in our hands, the world would be ours."

Harry: "That disk must be destroyed."

Gang members, bounty hunters and a mysterious scientist are all 
competing to own the disk!!

Who will win the disk and have the last laugh...

Dr. Saturn: "It's me!  Ge ha ha ha ha!"

Stage 1:

"Shot down the enemy ship!  60 seconds before explosion!!"

Very basic level.  Fight a few Reptail (1&2) then take Dr. Saturn out.
The room contains two food items, a briefcase, a money maker and a 
power-up.

Blue: "I finally cornered you Dr. Saturn!  Surrender now!"
Pink: "You can't escape Saturn.  Give up and Surrender!"

Dr. Saturn: "You've left me no choice.  Men, get the invaders!"

This is the only time you fight Saturn without his ship.
His attacks are pretty limited but can still hurt a lot.
His buddy, a small green blob who doesn't have a name as far as
I can tell, can turn into a large green arm and hit you.  Also
Dr. Saturn can cause a cross hair to appear underneath you where 
lightning will strike shortly.


Ranking
Boss One: Dr. Saturn (100,000 pts)
S: 0'00 - 0'06
A: 0'07 - 0'14
B: 0'15 - 0'29
C: 0'30 - 0'44
D: 0'45+


Blue: "This is Blue.  I've found criminal No. 9696X...Dr. Saturn.
Prepare my reward, Harry.  I'm on my way."

Harry: "OK, Blue.  Good job!"

Harry: "You are always so good, Blue!"

CB: "That was a piece of cake, Harry.  Next time make it a challenge!"

Harry: "Here is your reward, Blue.  Various power-ups are available 
based on your earnings.  But remember, you get what you pay for.  Choose 
wisely!  Check the COIN guage near the vitality bar for your earnings.  
There are many different ways to earn money!
Use your brain a little.  It's not that hard to figure out!"

CB: "All right.  So what's the next assignment?"

Harry: "Get ready, Blue.  Next up is criminal No. 5783...You know him as 
Johnny, head of the 'Delete' gang.  He's been hiding out in a disco.  
Are you interested?

CB: "Johnny of the gang 'Delete'?  I want him!  He's mine!"

Upgrade!


3.B.)  Stage 2: Fever in the disco!  The den of evil!

Fight several waves of baddies, most of which are VERY easy.  There is 
one Dorien you'll have to take out (no sweat!), but the other two can be 
taken out with an M item.

After this you'll fight Jonny, another wonderful Capcom spoof on Elvis 
(see Pocket Fighters for the other one.)

Jonny: "Hello baby!  Today's guests are bounty hunters.  It's showtime!"

Jonny has got a pretty decent arsenal.  He can sing at you, sending a 
series of gold notes your way--if they connect I'm afraid you must 
dance.  He can occasionally cause several bursts of fire to explode 
around him, yet they rarely connect.  He also can rush at you with
his guitar.  Strangely though, his best move seems to be a jumping 
attack where he hits you his crotch.  Ouch!  He also has a desperation 
move that can be pretty annoying.

SJ:  When Jonny activates his speed power-up, get ready because he's 
twice as annoying that way.  The explosions he causes when he activates 
this are purely for effect... stage pyrotechnics.  I recommend dashing 
vertically at him and combo during the dash for characters like Blue, 
Yellow and Silver - grab him otherwise.  The Alien Twister is quite 
effective, but side-to-side smashing is better if his allies still live.

Ranking
Boss Two: Jonny (150,000 pts)
S: 0'00 - 0'39
A: 0'40 - 1'04
B:  1'05 - 1'29
C:  1'30 - 1'59
D:  2'00+


After you beat him, Jonny explodes, appearing as a fatter version of 
himself.  

You: What's this disk?  What is the Shiva system?

Harry: "Yo, bring the disk to me!  That disk is..."

Dr. Saturn: "The Disk is mine!"

Pink: "Dr. Saturn?  Why are you here?"

Green guy: "It was easy to escape the old man."

Saturn: "I'll take the disk.  Bye!"


Upgrade!


3.C.) Stage 3: Dead heat in the desert!

Pink: "Stop Saturn!  Give me the disk back!"

Saturn: "Fools!!  No idiot will wait for you.  Take that!!"

Fight a wave or two of gunbots (avoid getting shot!) and then confront 
Saturn.

Basically you're fight here is with Saturn in the Black Elephant, a 
goofy little hovering car he drives.  He can use a beam attack (actually 
projected by his small green buddy), and he can also try to rush or land 
on you.  Watch out for his invincible 'get up' move.

Pink: "Ok Saturn, give the disk back or else!"

At this point, Barbara, a giant chick with spikey headgear shows up.  
Seriously intimidating!

Barbara: "Bounty hunter scum!  You dared fight my Johnny. I'll get you!"

Pink: "What...Saturn is getting away!  I can't deal with this now!"

From here there is a coin collection round that seems just too much like 
Captain Commando to be coincidence.  A few neat things I've found out 
about it:

1. Although it takes a LOT of shooting, you can blow up Dr. Saturn's 
vehicle (it skids off to the side)

2. No matter how much you are hit by the mines, you will not die.

Afterwards, get ready to fight Barbara.

Barbara: "This is the end scum bags!  Give it up, your punishment is 
here!"

Barbara is definitely not your easiest fight.  She plays an effective 
game of keep away.  She can summon a ring of jellyfish which can shoot 
at you, or she can send out in waves, but they themselves don't do 
damage when touched so feel free to bat them out of the way.  

Barbara can also do chun-li's spinning bird kick which is nothing short 
of disturbing for a 9 foot tall woman.  Also she seems to have one of
Psylock's moves (knee rush), and can summon lightning.  On top of these, 
I've seen her use a beam weapon (perhaps only during your second 
encounter with her) and do a blade-kick.  Ouch!

SJ:  Since Barbara is such a coward, angled rushing attacks, shots or 
better yet fast, angled special attacks really cause her serious pain.  
This is where your character's range will come in VERY handy.  

Ranking
Boss Three: Barbara (200,000 pts)
S:  0'00 - 0'39
A:  0'40 - 1'04
B:  1'05 - 1'29
C:  1'30 - 1'59
D:  2'00+



Pink: "Saturn has escaped. I must return to the office now."

After upgrade

Harry: "I have another assignment.  Go after Saturn and get the disk."

Pink: "Harry, what does the disk do? It was labeled 'Shiva Systems' or 
something...

Harry: "'Shiva Systems' can control all the computers in the world.  You 
could conquer the world with this power.  It is not currently 
operable...But the disk Saturn stole can activate the system.  It will 
be disastrous if the disk is used with evil intent.  We must retrieve it 
and destroy it."

Pink: "I'm not picky about the mission if the reward is high but...
this one sounds very dangerous."

Harry: "We've located the hideout of Saturn.  Get there immediately!"



3.D.) Stage 4: Sneak in and foil Dr. Saturn's plans!

Fight on two cliff tops with minor waves of enemies, culminating in a 
fight on the third cliff with B.O.B.--apparently the mother of all 
R.O.B.'s.  Special attacks include a long claw reach, a large beam 
attack and a very silly looking rush.  More humorous than anything
else.


Green: "Saturn's lab must be in here!"

Next you'll go through some levels pretty reminiscent of AvsP.  You'll 
need to navigate some mounted flame throwers and some mines.  No biggie.  
You'll run into several reptail baddies and a couple Rabrada, but that's 
all.  Better still, there's an M unit, so if it gets a bit thick, just 
wipe 'em out with that.  Then get ready for the Octopus!

Also, something spotted by Strider Ishmael, and of certain Capcom 
significance, if you look in the background during this part of the 
game, you'll note where trays with lizard men molds are being used to 
make fresh Reptails!  I was thinking that the usual Capcom convention 
(namely, guys in tubes) was sorely missing from Battle Circuit, but why 
bother to grow 'em in a tube when you can bake 'em on a cookie sheet!  
This is perhaps one of the funniest things I've seen in ANY video game. 


Boss Fight: Octopus Mark 2

This can be a rather difficult boss because it is both impossible to 
grab (bad news for Alien Green) and tends to leave a trail of bombs 
making it hard to get close to.  Also fires waves of missiles 
(horizontally and vertically) and uses a close up attack where it waves 
a large mechanical arm.  Fortunately, this boss can be stunned.

Here is Sane Jake's advice on Battle Circuit:

"At the start of the fight, the only bomb that matters is the FIRST bomb 
he drops -- the one with the counter. DON'T touch it or it will go 
off... you can touch the other bombs safely. Just hit him and get ready 
to move in about 4 seconds. The second phase is just nasty.  My advice 
is to use hit and run tactics - like you would with any super-armor type 
enemy.  Get ready if it ever moves quickly as it's going to fire 
missiles.  Abuse your desperation move."

Ranking
Boss Four: Octpus Mark2 250,000
S: 0'00 - 0'59
A: 1'00 - 1'14
B: 1'15 - 1'39
C: 1'40 - 2'09
D: 2'10+




Saturn: "Noooo!  My masterpiece has been mangled!"

Green: "Surrender now you insane bastard!"
Pink: "Give it up scum face!"

Green: "Who the hell are you?"
Pink: "Who on earth are you?"

Zipang: "So, you bounty hunters took out Johnny...
I came to get my disk back from Saturn.  You are irrelevant.
Oh you found the disk.  We can't let these guys go...
Capture them now!"

After upgrade:

Zipang: "I'm taking this disc to Pluto.  Get the bounty hunters, Doc."

Doc: "Understood, Mr. Zipang."



3.E.) Stage 5: Jungle Battle, escape from the death line!

What would a Capcom sidescroller be without a bonus round--in this case, 
break a piece of glass to escape from being tortured by a spiked wheel.

Green: "Where am I?  Oh yeah, I was captured by him and...!!"

Green: "I managed to escape but...Am I in Delete's prison camp?"

Defeat a few waves of Gunbuster A's, Reptail 1's and a Rabrada.

While you are fighting, you can bust Saturn out of the hut he's 
imprisoned in:

Saturn: "I won't thank you Blue.  My loyal men would have saved me 
anyway."

Green blob (driving the Black Elephant): "Boss, where are you?  I'm your 
rescue party...Oh there you are!  You look terrible!  Let's get out of 
here!"

Blue: "What?!  He was so rude, he owes us...Yes!  The Vital Gain Unit!  
I will increase my vitality with it!"

SJ:  The VGU increase your vitality bar size.  Considerably, if you 
already purchased a level.

If you don't save Saturn, you just get this:

Saturn: "Hey, please help me!"

Next you'll be fighting some more Reptails, Gunbusters and an Arnold 
(don't be afraid, he's no harder than the others.)  After this, you'll 
face Dave!

Dave: "Damn you!  You've escaped!"

Dave seems like a rather ordinary guy, but seated in a fast moving
cobra chair (yeah, I don't get it either), and also has some sort of 
claw attached to his arms.  The most common attack is simply running 
over you.  He also has a beam weapon, and can pounce on you.

Doc: "You defeated Dave?  Noooo! You'll get me too!" 

A quick fight here on some sort of tree-top scaffolding.  You'll face a 
swarm of Reptail's (1&2), but there's an M unit if you tire of it, and 
you can keep hitting the tree for bananas.

There follows a very short scene with mines on either side and rock 
falls.  Very easy to get hurt here, but there is some money for the 
taking.

Green: "Stop sniveling, where did that giant go?"
Pink: "Shut up and tell me where the giant is!"

Doc: "Noo, they came for me!  I have no choice.  Men, get them!"

Doc&Jennifer:  For as wimpy as this Baboon talks (or is it Jennifer 
talking?), Doc&Jennifer can be a really tough match.  One, he uses the 
same trick as the displacer beast in the D&D games (watch for his red 
shadow), but worse, his attacks have extremely high priority, and he 
moves pretty quick to boot!  Still, this is such a ridiculous boss, its 
hard to complain.  Some of his moves include the throwing rocks and 
bombs, a long-reach punch and slide, and he can also piledrive you.  
Extremely hard to land combos on--watch out!!!

SJ:  "Heh!  This duo is a real joke!  They've got a weakness:  If you 
perform a knee-drop on their "downed" bodies, you can then proceed to 
combo!  And yes, you can repeat this.  Yellow Iris/Beast RULES this 
one!"

Ranking
Boss Five: Doc & Jennifer 300,000
S:  0'00 - 0'59
A:  1'00 - 1'14
B:  1'15 - 1'39
C:  1'40 - 2'09
D:  2'10+



Pink: "A warp gate?  The monster escaped...I will follow him!"
Blue: "A warp gate?  This may lead me to the scumbag!"

Upgrade!



3.F.) Stage 6: Chase Zipzang as you go down the river

Pink: "This is 'Fujiyama city'?!  Delete's headquarters are here!"

After some small fights, take on Chris, Betsy and Cathy, three biker 
chicks dressed in blue, green or red.  I'm using 'dressed' rather 
loosely here, since they apparently decided that wearing a shirt and 
pants would be too big a hassle.

After a series of fights, you'll catch up with Zipzang:

Zipzang: "Screw you!  You chased me, but now I'll retreat.  Get them!"

At this point, two samurai in a giant mech suit [Cyber Samurai] will 
appear and do its best to put an end to your enjoyment.  Attacks include 
duel laser beams, missles, a rushing move that is hard to avoid, a sword 
attack, and I've seen him block with an umbrella.

Note the entire COW laying on the floor.  Don't eat it all at once 
unless you're REALLY hungry.

After the fight you catch up with Zipzang again:

Pink: "Where is the disk?  Turn it over and I'll spare you."

Zipzang: "You want to know where the disk is?  Over my dead body fools!"

Zipzang transforms into Zipzang version 1, which is very weak, and you 
should be able to defeat without difficulty.

Zipzang says something here about fooling you into using up all your 
power, then transforms into a more powerful version.  Lookout!

Among his new attacks, you'll notice there are several orange balls 
rotating about him.  These can fire lightning, so if they start tracking 
you around, watch out.  Also, he uses a damaging lance spin that hits 
everything too close to him, a fireball attack which hits
straight ahead for lots of damage, and he can jump on you.  

His deadliest attack though is a lance thrust--if the whole thing 
connects, you're dead.  Make sure and use your desperation
move to get out of it!  Oh, anyone notice that Zipzang is riding a two 
headed slug with horns!!??

SJ:  "This twit is a total pain.  You're better off landing some combos, 
and then running out of line (that is, so you are no longer vertically 
aligned with him) and a fair distance away and wait for him to either 
try to land on you or miss a rush, allow you more hits.  He's hard to 
grab and breaks it quickly (hurting you) so bruisers like Alien Green 
are better off juggling him with continued rush attacks."

Ranking
Boss Six: Zipang 350,000
S:  0'00 - 0'59
A:  1'00 - 1'19
B:  1'20 - 1'59		
C:  2'00 - 2'39
D:  2'39+

SJ:  There may be inaccuracies... these time limits may change from 
region to region...

After the fight, you'll demand the disk from Zipzang.

Zipzang: "Too late, I sent it to Pluto!"

Pink: "Pluto?  That's the boss of Delete!  Where's Pluto?"

Zipzang: "He left to activate the Shiva System with the disk.
I heard the Shiva System is in the Neo Andes Mountains."

Pink: "OK, Pluto is going down!"

Upgrade!



3.G.) Stage 7: Showdown!  A desperate battle with the Shiva system!

A series of pretty easy fights until you catch up (once again) with 
Barbara and two of her clones (in yellow and black respectively)--so 
actually you're fighting her, Asura and Sandra.  Fortunately their life-
bars are shorter and they don't summon those jellyfish.  Still, it's one 
hell of a fight.  Oh, they now have a sort of beam weapon, but it has 
pretty short range.

After the fight, discover a secret entrance only to fight Dr. Saturn 
(who apparently followed you) in his Black Elephant and the Octopus Mark 
3.

Pink: "What's this?  Something underground...

Dr. Saturn: "Ooooh, that hurt!  Wow, the Shiva Sytem at last!"
The little green blob: "Glad I followed these idiots..."

Pink: "Dr. Saturn, you just never give up do you?"

Dr. Saturn: "I won't go down easily this time!"

The only difference between your previous encounters with the Black 
Elephant and the Octopus in this fight are Saturn's strange new ability 
to drop a good dozen or so bombs that look just like him. 

Incidentally, I'd focus on Saturn here as his life bar is MUCH shorter, 
and there is no reward for beating the Octopus first (which dies the 
moment you beat Saturn anyway...)

SJ:  The Octopus gives you additional coins, but isn't worth the effort.

Pink: "Saturn is so damn annoying.  I hope I've seen the last of him.  
Got to keep moving..."

A short series of battles across moving plates follows, nothing that 
hard.  Then comes your confrontation with Pluto.

Pluto: "You interfered with me again, and it ends here!  I've already 
activated the Shiva System.  First I'll take you...and then the world!"

Pluto is actually a relatively easy boss (perhaps hinting at the super-
difficult hidden boss), the only really challenging aspect being his 
ability to power himself up the same way you can.  I've even seen him do 
Pink's Death Blow.  Try to keep on him so he dies before using
using too many power-ups.

SJ:  "Repeatedly use your best combos... but Alien Green and Pink 
Ostrich RULE this fight.  The Alien Twister and Diving Capture decimate 
this twit... his Armour power-up is worthless against the powerful throw 
moves!"

Ranking
Boss Seven: Pluto
S:  0'00 - 1'39		
A:  1'40 - 1'54
B:  1'55 - 2'19
C:  2'20 - 2'34(?)
D:  2'35 + (?)


Pink: "It's already begun.  What is the human control program?  A 
destructive program is running!  Harry, what do we do?"

Harry: "No choice!  You must destroy the system!

System: "Error...Error...Self-destruction activated!!"

Pink: "Oh no!  We've got to get out of here!



3.H.) Stage 8: Last battle!  Stop the master program!

You need 3,200,000 points, and you have to get 1,000 coins or 6 
upgrades.

Blue: "Shiva is already on-line!  What is that 'Human Control Program'?  
Something terrible is happening Harry, what should we do?"

Harry: "You've got two options!  You can forcibly pull out the disk or 
fight the Master Program who is materializing.  But you'd better be 
prepared if you fight at all!  Blue!  What will you do?!"

Fight with the Master Program or Pull out the disk?


If you chose to pull out the disk, you'll get the same old ending.  If 
you chose to fight the program, be ready for the toughest, cheapest boss 
you're gonna find this side of a Neo-Geo game.  Almost impossible to 
combo against, and hard as hell to connect with at all.  Waves of fire-
power and attacks that can kill you in virtually one hit. 

Master Program: "I am the master program, controller of the Shiva 
System.  Foolish humans!  You dare interfere with me...!"

Dr. Saturn: "Wait!  Shiva System is mine...  W...what's this monster?!"

The Master Program takes out Saturn with his ice attack.

Master Program: "Get outta here!"

Harry: "Green!  I'll transfer you the data for full power!"

Green: "OK, Harry!  Nothing's gonna stop me now!"
Yellow: "Thanks Harry, I owe you one!"

Upgrade!

There is a shot of 'The Shiva System' (a sort of inverted pyramid) 
shooting off into orbit.  There's also a goat in the foreground, just in 
case anyone wanted to know.

Master Program: "So you dare to oppose me!  Then DIE!!  I will now 
commence the final defense system: Program Genocide."

Green: "I'm not being paid for this part, you're lucky...I'm gonna 
destroy you for free!"  

Master Program: "Any who oppose me will be exterminated!"



Not that this is going to save you from many painful deaths, but here is 
Sane Jake's strategy guide:

**************************

Stage 8: Mr. Cheapo Master Program strategies
Probably the best character to use is Yellow Beast -- her Illusion Dance 
(upgraded) has the best range and hit capacity, since Mr. Cheap likes to 
stay airborne.

Tip One: Watch the shadow
When Cheapo leaves the screen, he flies back down vertically. Stay 
underneath and perform your uppercut move (bad news for Alien Green) to 
get a few hits in.

Tip Two: Ice Breath
Believe it or not, when Cheapo's pushing you back he's actually helping 
you by leaving himself open to hits. You have enough time that once he 
stops beating his dragon's wings, you can run up to him (ON AN ANGLE) 
and give him a bit of a beating before he flies away.

Tip Three: Ice Charge
Run at a diagonal angle while attacking. You'll probably just miss each 
other, but you're better off NOT trading hits.

Tip Five: Fire Breath
Cheap, cheap, cheap. Your counter? Desperation move or power-up 
activation. Both grant you a precious few moments of invulnerability. 
Move to the extreme upper or lower part of the screen, and hope for the 
best.  This jerk may try the move SEVERAL TIMES IN A ROW if you avoid it 
the first time.  If there's a way to make him knock it off, I've never 
found it.

Tip Six: Block Drop
Watch it when he performs a multi-coloured flashing swoop. Dodge the 
blocks... and if you can, get ready to pound on him with your uppercut 
when the last block falls as HE'LL be on top, posing.

Tip Seven: Tornado Move
With a pink, electrifying tornado he moves around the screen just trying 
to touch you. Counter with a Power-Up activate for invulnerability or a 
desperation move.

Tip Eight: Octopus
Pretty vulnerable at this point. Try to get your hits in while you can.

Tip Nine: Poser Dance
This would be a prime time to either use a desperation move if he's too 
close... or just blast him at a distance.

Tip Ten: Cloud Mode
If he does this right after an Ice Dragon push-back, get ready to dodge 
and it's nearly impossible to knock him out of this fast move. 
Otherwise, dash in for an uppercut -- he's vulnerable.

Character Specific Notes:
Alien Green - The dashing uppercut and Honey Bee Attack are your primary 
weapons since getting throws in will be next to impossible.  The Honey 
Bee Attack will hit even as long as it touches any part of him - 
regardless if he's flying low on the dragon or posing on the blocks.  
PUNISH him.

Yellow Iris/Captain Silver/Cyber Blue - Uppercut, and early so when he's 
coming down after an attack you'll get some extra hits in.  

Pink Ostrich - She's going to have the easiest time thanks to air 
superiority and her defensive moves.  Remain airborne - none of Mr. 
Cheapo's attacks are designed specifically to counter an aerial assault.
 
Other Notes: Mr. Cheapo's got naked women in his clouds... gaze with 
unbridled lust at the pixelated cloud-nipples!

Well, that oughta do it for now. I've seen cheaper bosses than Master 
Program, but rarely in a beat'em up. (Not even Ezerhoden is that cheap. 
At least you can HIT Ezerhoden most of the time!)

**************************

RANKING
Boss Eight: Master Program (500,000)
S: 0'00 - 3'29
A: 3'30 - 3'49
B: 3'50 - 4'19
C: 4'20 - 4'49
D: 4'50+ 3000

Special Bonus (Stage 8 Only)
Clear Game Time
S: 0'00 - 9'29	1,000,000 pts? 
A: 9'30 - 10'59	  500,000 pts? 
B: 11'00 - 13'29,   100,000 pts 
C: 13'30 - 16'59,    50,000 pts 
D: 17'00 +,		   30,000 pts?
COIN x 5000
Remaining Lives x 2,000,000

SJ:  The ? indicates that the value is an educated guess; I don't know 
for sure but it would fit the previous patterns.

If you beat the Master program, when you finish, you'll ask for twice 
the reward, and there the ending shot is different, showing the Shiva 
System blowing up in space.  If you pull out the disk, it's the same old 
ending.  No reward for being smart I guess.

Lastly, my score for beating the Master Program was 5329407 (yeah, 7 
continues, what do you want?), quite a bit better than what you get for 
the normal ending.  Also, in the score ranking screen, The Master 
Program appears (though he himself is darkened out--like Akuma in SSF2T) 
in his blue dragon form.  Ranking was 'Mega Lord"


3.I.) Game Conclusion:

Harry: "Great! You've completed your mission!  I'll be waiting for you 
to come back.  Whew, What a game!  Hey Pink!  I'm glad you made it back 
so early, but enter from the door next time!

Blue: "Don't be so strict, Harry!  We almost died!"

Didn't Fight Master Program
---------------------------
Harry: "Anyway, I'm glad you're all safe!  Now that we've saved the 
human race, how about a vacation to the Carib?"

Pink: "That doesn't concern me!  I want money and riches!  I don't need 
a vacation Harry.  Give me a new mission with bigger rewards!"

Fought Master Program (SJ)
---------------------
Harry:  "By the way, what happened to Shiva Systems?"
Male:  "It's probably just sand on the beach by now..."
Female:  "Don't worry, I took care of it..."

(Shows the pyramid of Shiva Systems explode)

3.J.) Count-down text:

Harry:"What!?  Have you been defeated?"
After 5 seconds: "OK! I'll give you a big bonus if you continue."
"Don't give up!  Fight on"
"Ohhh noo... It's game over!"

I was wondering if this bonus that Harry promises was for real.  Sane 
Jake responds:

"Yep! The bonus is for real!

In the machine settings, when you continue you (may, depending on 
settings) get an extra life (like you do in Aliens Vs. Predator). I 
believe that the Bomb (I know it's an ability boost, but I always call 
it the Bomb) is also part of said bonus. So in certain settings, you do 
get a bonus.  In certain settings, that is."



4. Region differences

This is going to be very brief because I've only just started noting 
some of the differences.  As always, please e-mail me if you find 
anything to add to this section.

The obvious region differences are language:

Region 00----Japan: Japanese
Region 01------USA: English 
Region 02-----Asia: English (the universal language of Asia!)
Region 03-Hispanic: Hispanic (duh!)
Region 04-----Euro: English
Region 05---Brazil: Portuguese (?)


Interestingly enough, this actually changes some of the end quotes, but 
only in the Japanese version.  Cyber Blue says 'No Ploblem!' (much to my 
consternation) in all regions, but Captain Silver, Yellow Iris and Pink 
Ostrich say something different in Japanese than in the other regions.  
It seems however as long as it isn't Region 00, they will always have 
the same end quotes.

Another difference I noted was the absence of the angry Yakuza guys 
during the battle with the Cyber Samurai in the non-Japanese regions.  
Too bad they chose to take this out, coz its quite funny.


5. How can I play Battle Circuit (availability)

Battle Circuit is among the Capcom games that were essentially lost to 
gamers outside of Japan until the era of emulation.  Thus, the only way 
to be able to play this game is either by purchasing the arcade or 
through emulation.  While I am not a proponent of the use of roms when 
the product can be purchased, the fact that we can now play 'lost' games 
has helped complete the picture of Capcom's continued innovation in the 
videogame business.   It's also finally allowed us to get our hands on 
some really incredible games.  (Note that Alien versus Predator and the 
D&D games have NEVER been legally available in the US.  Why?)

SJ:  Really?  First I've heard of D&D and A vs. P not being available.  
There are US romsets for both so I'm pretty sure they were released.

CM: Sorry, I am referring to home console versions. **slap!**  Nothing 
more frustrating than -loving- Alien versus Predator in the arcades and 
NEVER seeing a home release.

Before I encourage you to emulate this game, I would also ask that you 
support Capcom through purchase of their available products.  There has 
been a surge of interest in the emulation of Capcom, most of which can 
be purchased (often cheaply) for the DC or other systems.  Given 
Capcom's tremendous ability to make games that have stood the test of 
time (yup, Black Tiger is STILL a great game!), don't just leach their 
games (lamer.)  Support the guys who have been a massive force behind 
the shape of video games today.

Anyway, this is the url to CPS2 shock, the home page for the folks who 
have single-handedly brought CPS2 emulation to your PC.  Hopefully this 
will give you an idea of what you'll need to emulate Battle Circuit:

http://cps2shock.retrogames.com/


6. Future updates

Except for Sane Jake's contributions, there are no real strategies 
listed here yet.  That isn't because I think you're all pros and can do 
it on your own, but rather that I just haven't had the time to get some 
really concrete strategies into my head.  I figure once some people are 
reading this, they'll be a lot of suggestions e-mailed my way, and I can 
start documenting all those crazy ways you find to beat up those poor 
lizard men.  

Complete text: Well, it is probably good enough, but perhaps this faq 
needs the COMPLETE text said by every character.  So be it.  Also, just 
what is Pink saying for her end quote?

Options:  I suppose I could fool around with the game configuration and 
see what everything does.  That could be in an update.

Your fan-fiction: Needs to stay on your computer, or better yet, in your 
own imagination.  I don't want to know about it.  I don't want to see 
polaroids of you dressed up as Yellow Iris.  Keep all that weird stuff 
where it belongs, in your own private life. 

7. Credits

Profound thanks goes to the CPS2 Shock team which broke the CPS2 
encryption, saving some of the best games of the 90's from Oblivion.  A 
second round of applause to them for not just dumping the games in a 
manner that would undermine Capcom.  It also follows that I am indebted 
to the programmers who have worked so hard at making incredible 
emulators.  Final Burn (thanks Dave) and all its variations (thanks to 
Treblewinner, et al.), Nebula (El Semi), Calice, Kawaks, A.C.E., etc. 
etc.

I also need to thank Strider Ishmael for suggesting a Battle Circuit faq 
and helping me play-test it.  Also, huge kudos to Sane Jake (on 
Gamefaqs) for his knowledge on this game (which seems to surpass mine), 
for basically co-writing the faq!  And of course, my forever humble 
gratitude to Dean 'the Deano' Thompson, the man (and legend) who taught 
me everything there is to know about Capcom side-scrolling goodness.  
R.I.P.



8. Legal
 
Battle Circuit and all other related names/trademarks are 
copyright/trademarked Capcom Co., Ltd. 

This document is copyright Chris Moon 2001 and cannot be reproduced for 
profit in any form. It can be freely distributed over the internet as 
long as it is unaltered and is only distributed on free (i.e. non-
subscription) sites. If you do choose to post this document on your 
site, please email me to let me know.