Quattro Arcade(NES) FAQ/Walkthrough
version 1.0.0 by schultw.andrez@sbcglobal.net (anti spam spoonerism)

Please do not reproduce for profit without my consent. You won't be getting 
much profit anyway, but that's not the point. This took time and effort, and 
I just wanted to save a memory of an old game and the odd solutions any way I 
could. Please send me an email referring to me and this guide by name if 
you'd like to post it on your site.

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            OUTLINE

  1. INTRODUCTION

  2. C.J.'S ELEPHANT ANTICS

    2-1. CONTROLS, POINTS AND ENEMIES

    2-2. WALKTHROUGH

    2-3. CHEATS

  3. STUNT BUGGIES

    3-1. CONTROLS

    3-2. WALKTHROUGH

    3-3. CHEATS

  4. F16 RENEGADE

    4-1. CONTROLS

    4-2. WALKTHROUGH

    4-3. CHEATS

  5. GO! DIZZY GO!

    5-1. CONTROLS, POINTS, POWERUPS AND ENEMIES

    5-2. WALKTHROUGH

    5-3. CHEATS

  6. VERSIONS

  7. CREDITS

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  1. INTRODUCTION

Quattro Arcade consists of four short games, three of which are rather good: 
Go! Dizzy Go! about an amusing little egg that needs to rescue his friends by 
collecting fruits in a maze, CJ's Elephant Antics, a simple but exacting 
platformer, Stunt Buggies, where you drive a car around collecting bombs you 
never get to use but that apparently save the day, and the repetitive and 
eventually overwhelming F16 Renegade, which has a neat view-switch every 
other level, but it doesn't change the enemies up enough.

Of these CJ has the most variety, Dizzy has hidden secrets, and Stunt Buggies 
has some unexpected strategy and quick maneuvers. F16 is nondescript and 
suffers from a lot of palette swapping, but three out of four ain't bad.

This FAQ, accompanied by the maps at GameFAQs, should help you work through 
all these games. It provides cheat codes and basic strategies. And, early on, 
it notifies you that Stunt Buggies and F16's options are switched in the menu 
in NEStopia but not FCEUxd and that FCEUxd massively blurs F16. Oh well, it 
is the weakest of the games.

Oh. One other thing. Disable the standard life/firepower etc. cheats for one 
subgame before attacking another, or weird things will happen. In the case of 
taking F16's onto CJ, the monsters vanish, which is not so bad. But other 
switches may not work so well.

  2. C.J.'S ELEPHANT ANTICS

This is a cheery little platformer that has nothing special besides cute 
graphics. But it's very well done and satisfying. In it you lead CJ through 4 
levels, pretty much avoiding the elementary obstacles you see in any old 
platformer. Monsters are fixed but tricky. However, there are a few 
elementary moves you need to master. Bosses do take a while to get through, 
but overall you will find it goes pretty quickly.

    2-1. CONTROLS, POINTS AND ENEMIES

CJ can jump through the air, and you can direct his jump, but if the drop is 
too steep, he opens his umbrella. When his umbrella is open, he cannot shoot 
or use a bomb.

The key move to learn is the jump-fire. You can fire on the way down, and 
when monsters are one block above you, it is critical to shoot just before 
you land.

Pushing down releases a bomb. This doesn't automatically kill an enemy, as 
the bomb can bounce. It is tricky to learn where it will land, but you have a 
few seconds before it pops.

Pushing up does nothing.

The score is easy to keep track of. You get an extra life at 20000.  You 
score by:

0 points for "popping" an enemy
30 points for nonlethal hit
150 for killing any non-boss
100 points for each hit on the boss

Pop can: 300, faster
Banana: 500 points
Green fruit: 500 points
Cupcake: 1000 points

General advice on how to use controls:

--Don't use bombs unless it's a tricky spot where you don't feel confident.
--Use invincibility to its fullest after losing a guy--you can go about 2/3 
of a screen across spikes etc.
--Watch enemies jumping from below, and make sure you can't bump into them 
from below.
--You can usually outrun enemies, turn around and fire
--There are 3 places to stand on a block. You need to be at the edge of one 
to pass certain spikes--some jumps, you run into a wall and that sends you 
skidding down and you need to keep holding left/right.

    2-2. WALKTHROUGH

CJ's Elephant Adventure is a linear platformer, with two branches that aren't 
really different in terms of difficulty. There's also a possibility you may 
kick yourself back on your path if you make a bad jump. The trickiest part of 
the game is finding which blocks/walls are fake. Trial and error should work 
easily enough.

While enemies seem tricky at first, they are not numerous, and they do not 
randomly regenerate. Some shadow you and stay above/below while others go 
back and forth.

      2-2-1. PARIS

Run right so the frog does not catch you from behind. You can turn around and 
shoot it if you want, or you can go jump on the one ledge, then the next. 
There's a from coming from the left, and you can shoot it or watch it fall. 
The next jumps aren't hard--just get close to the edge and make a running 
jump when there is a gap. Eventually you'll see a poodle across some spikes. 
Shoot it, then jump.

Jump right when the poodle below turns back right. Then jump right just 
before the next one turns back right. You have to be careful here with the 
spikes, but the umbrella should give you enough time to adjust.

Fall left when the snail is at the center going right. It also takes two 
hits. There's some jumping next, but no enemies to disrupt your timing til 
you get to the bottom. Jump off the left when the snail is heading left in 
the center. Then shoot it and the one beyond it. Jump over the spikes, and 
now you have a few more jumps before you get to the single ledge.

Now jump and fire just when you start to fall down in order to get the 
poodle--you can jump in on the ledge, but you might as well practice trick 
shots now. Past this you have two frogs guarding the way right. Go back to 
the left wall and quickly jump right, fire twice to get the snail, and jump 
at the edge of the spikes. If you do it right, you will make it over the gap. 
If you don't, you will lose a life, but you can use the invincibility at the 
start to blast the other frog. You can also shoot the frogs as they come at 
you, if you want, for extra points.

Fall right and between the airborne spikes. Avoid the spike at the very 
bottom. A cloud will appear above, and for the most part it will just look 
mean and stay out of your reach, with you out of its. You can chuck a bomb at 
it, but that's not worth it. You will want to jump right just as the next 
platform is nearing the bottom of its jump. This will work no matter how high 
you are. Then you can go to the right edge of the third platform and fire at 
the policement before jumping off. They take three hits.

Jump right off the tower so you do not have to face the two enemies at once. 
If you want to kill them, fire on them from the right. You may wish to fire 
twice, then jump up and left quickly, then fall again once the guard turns 
left. Jump up the side and fire left on the downside of your jump twice to 
get the poodle.

Jump over the top and go onto the bottom of the 2 platforms in the air. Go to 
the right and you'll see a frog hopping. Fall left when it hops right, then 
fire right twice. Jump up, but not too quickly so the clouds don't hit you.  
At the top 1-block, jump up and right then turn left and fire away at the 
guardian.

You can fire at the poodles on the down-jump, then jump where they were and 
UL once the top poodle goes right. Then downjump and shoot to get the poodle 
at the top. You have the cloud to avoid here, too, since you are at the top 
of the board. You can shoot the cloud as well, though. Then a few more jumps 
and fall down--hug the left edge and then you can fire right at the snails. 
Note another passage below. You could fire at a frog there, but the jumps are 
actually nitpickier.

There'll be a frog at the top of this. Wait for him to go back right before 
climbing to the top block, then fire twice and fall down. Now jump up the 
right side and you will face the first boss, the Hunchback of Notre Dame, 
apparently.

He is pretty easy. Stay in the DL, fire twice, jump up and fire twice. At the 
top, fire once and then drop. With some timing here you'll get a feel for 
if/when you can fire three times, but at the worst, you just keep jumping up 
and fire right away. Leave an anticipatory shot at the bottom for when he 
comes down.

The boss takes 50 hits, so it will be tedious, but you'll get there soon 
enough. If you want to keep track of your progress, note your score before 
you start and add 5000 to that for a goal.

After you win, jump to the bottom so that you will be showered with fruits 
and maybe a few bombs. Focus on the bombs. They will make things easier 
later. You don't really need the points.

      2-2-2. THE ARCTIC

I had trouble with this til I realized you could shoot enemy fire. Wait a 
second then fire, then fire again as the penguin comes at you. He may jump if 
he gets too close. Then there'll be a snowman. He takes three hits. He may 
throw a snowball, too. Inch right, then when you fall off, veer hard left.

Take a left jump at the very edge, shoot the penguin, fall left twice and 
shoot the snowman. Fall left when the penguin below turns right, then shoot 
it. Jump right twice, the second at the very edge and hard right to avoid the 
water. Jump up, but not quickly enough to hit the cloud, then right across 
the single isles. Fall hard right past the stalactite, then jump up the side, 
UL, UR when the ghost is on the left.

Shoot the ghost on your downjump. Then there is another penguin following. 
Stay on the left, fire when he goes left, and be prepared to fall right 
before shooting again. Another penguin like that is above. Don't be scared by 
their kicks. Above with the snowman is not a bad place to use a bomb--you may 
hit the cloud as you jump to the single, and if so, you can take out the 
snowman and the angel above. If not, jump and shoot on the downturn.

There's a snowman above the sloping ledge. If you want to kill it, fire at it 
when it turns right, and go a bit down the ledge to avoid its fire. You 
actually have two ways to go, so let's look at both.

Along the top, just back up if someone fires at you. Then you have a ledge to 
jump over. I got speed here so I was able to jump across the top, but if you 
don't, you probably need to use a bomb on the snowman, jump to the top and 
right, then use a bomb on the penguin below. There are two ghosts to shoot on 
the downjump before you join the main line--fall down and go right after 
that.

But the easier way is to go down the ledge. You may be able to get powerups 
along the top before falling down. There is a long tunnel with a penguin at 
the left end. Shoot it and jump the islands and take out the ghost to the 
right(this is the main line) then fall straight right. Shoot the penguin and 
jump. You need to be exact here, and at the end you have another penguin. 
Shoot it and jump up.

Go to the left stair and jump/fire to take out the snowman, then jump on the 
chair in the lift when it comes back. Jump UR at the end--if the next chair 
isn't there the first time, it will be the second. You don't have to jump 
exactly. Take the second lift to the top. You don't have to shoot the ghost 
by the house, as there is nothing in the house. So fall short of that ledge 
and to the bottom.

Turn left and shoot the snowman. His missiles will be absorbed in the roof. 
Now there is an enemy on the next ledge below, and his will get through, so 
go slowly left and fall when he turns back, then drill him from behind. Fall 
left and right for boss #2.

This guy is not too bad. Stalactites fall from above, so you need to watch 
them, and the boss is pretty slow. He may back you up, so stay about 1/4 to 
one side--exactness isn't important but avoiding stuff above is--and then 
fire at him. When he gets across 1/2 way, back up and be prepared to run 
under him to the other side.

You can also go for a quick win where you might lose a few guys by going to 
the UR platforms, and on the 2nd up just firing away. There's little chance a 
stalactite will appear at the edge, so you will be pretty safe.

      2-2-3. EGYPT

Go all the way to the right and jump right twice. A bit after the platform 
appears, jump hard right on it. Jump on the left edge platform and watch it 
bump up and down. Jump to the next platform and walk right. It is a long 
potentially tricky jump. Then jump on the U/D platform to the right.

Now you will want to use two bombs as you go up and are just over the base of 
the platform above. That will wipe out the enemies. Jump to the right edge, 
bottom ledge and when the platform from the left shows, jump hard left. Jump 
left to the edge, then jump up. Jump right. Those look like spikes above, but 
they're really harmless. There is a boulder thrower to the right on the 
regular tiles. Shoot him twice.

Now in the palace you may wish to throw another bomb on the 3rd stair to wipe 
out the mummy. You can also jump at the bottom, fire and retreat and fire 
twice, but this is much less stressful. Now fall right and chuck another bomb 
left--the enemy can bounce on you from below, so watch out. You can run when 
he turns back left, but be sure to do a quick jump. Jump at the edge over the 
2-wide spike pit below.

Now you have a side passage to the left which actually turns out to be a dead 
end. But if you want to conserve lives, go to its edge, drop the bomb right 
and wait half a second and fall down. That will wipe out the enemy guarding 
the bottom bit--no other way to do it. He anticipates you falling.

Fall left and the next guy is easy--he jumps off the spikes and never at you. 
Then a tough edge jump, then a regular one, then a spear guy after that. You 
now have a tough guy to kill above--he'll be even tougher later. You can run 
one way, then the other, to open space. You can then shoot him at the top of 
your jump or chuck a bomb.

There are a couple more close jumps before you get to the right, and then you 
go back left. There's an annoying stair with an enemy behind it. You can use 
a bomb if you're impatient, but firing on the downjump will work eventually. 
Now there are several ways up, but only the 2nd-left helps you continue. Make 
sure the spear guy is not coming at you.

Now jump to the 2nd ledge and jump left when the fast platform comes in view, 
then jump left when you are over the 2nd of 2 consecutive palm trees. Jump U 
U R R and then jump on the UD platform when it comes up. Then running jump 
right. You have another long jump right where you need your umbrella. Then 
two long but easy jumps. After that, another long easy jump where you need 
your umbrella, then jump UR continually. You can fall down the pit here, but 
just lean right if you do. There's a bunch of spikes at the bottom, but you 
can get to the right.

Go to the right, jumping over spikes, then jump up.  Jump right off the edge 
and fall to the single so you can catch the U/D platform. There is nothing in 
the top jump-off besides an enemy to kill, so take the second-top. Go right 
and back left to bring the mummy out, then you can bomb him or shoot him 
while going U/D. If you go right in, the bomb will bounce on top. Take the 
suspended blocks right--tricky jumps here, but they are not lethal--and on 
the right, there is a secret door. Go through it and fall. Take two jumps 
left(must be at the edge) and fall left.

Go left and jump up twice. Shoot til you kill the enemy. From the right 1-
square on top, jump left twice and run left. Run/fly over the hole. Jump to 
the 1-square then hold left and jump. Fall left 1 square and right 2, then 
fall left.

There's a boulder thrower here. Shoot his ammo or just duck. Jump and fire to 
kill him. Jump up and bomb the mummy, standing below the 3-high bricks. Sneak 
in and shoot the spear thrower when he is on the right half of his island.

The pharaoh is tricky, but once you get the hang of him, it is repetition. 
Stand on the lowest single block and fire. If he faces you and is about to 
jump over the spikes at you, jump up and time your next jump so he goes under 
you. You do need to jump twice, as he just nicks you if you stay put, but the 
timing is pretty easy. You can land on the platform on the pillar, then go 
left and right and fire left. If he jumps right, get back on the first 
platform and fire again. You will get a few hits in each time, and if/when he 
stands around, you will get a bonanza which makes it quicker. Fifty hits, 
again.

Once the enemy dies, jump up a couple platforms then go to the center.
Spear thrower 2 hits
Boulder thrower 2 hits(?)
Mummies 3 hits

      2-2-4. THE JUNGLE

Move right and shoot the native from behind. Jump up the steps and go and 
fall right. Long jump over the spikes and jump then drop right. Go hard left 
when below your platform, fire left at the ball, then fire right and run 
right at the lion. Another ball may come up behind you. Jump over it or, if 
you have the time, fire. Go left, firing at any missiles. Jump and fire a 
bomb when inside the dark area to hit the monkey.

Jump across both spike pits then UR twice, then use another bomb above to 
nail the frog. Fall left off the edge. Fall left to the next bit. There's 
nothing to the right but a nasty convoluted dead end, so don't go there.

****DETOUR FOR THE CURIOUS: Monkey to left, 3 spike pits to right, then a 
passage down and you can go through the hidden rock to the left. Go up and 
you can shoot the monkey and walk left after jumping on the platform below.

****MAIN PASSAGE: Fall left and fire at the lion from behind when you 
can(right to the monkey is a dead end. There's a pit below.) After the monkey 
fires, run in and bomb him. Jump to the left edge. Then drop down the shaft 
and fire right and make 3 tough jumps. There's a lion beyond, and a few good 
shots will take him out.

Then there are islands to jump just over the pits. Go up the right side, and 
you should be able to shoot the monkey down easily. Then jump onto the next 
platform up and jump to the left edge, then on the U/D platform. Jump up from 
there, then right onto the next U/D. Jump U/L then up to the top--watch for 
the monkey chucking nuts at you. Jump for the monkey. There's another one in 
the tree beyond the spike pits, which are easy to jump over. To be safe, wait 
for them to fire, then fire and jump and fire. Fall right when the boulder 
enemy turns right below and then shoot him.

Another jump--they are tough with that extra green distracting you--and go 
right some more. Another thrower. Get on the U/D and take the middle passage 
through the false stone. Fall down the narrow gap, then tilt right so you are 
on a 1-platform. Fall and hold right. You'll go through a rock. Jump up. Jump 
UL, fall left and jump up, tilting left. Jump up 3 times so a rock is to your 
right. Walk into that rock and fall against the right edge.

On the very narrow ledge, drop a bomb when the enemy himself goes through a 
rock. Go through the rock he went through and fall left and right. You can 
see the welcome home sign after you fall down and fire at the lion once he 
goes by.  But you need to jump around a bit before you get there. Jump UL til 
on a 5-wide, fall left on a narrow ledge and jump left onto a 3-wide.

Jump left from the edge so you are on the 2-wide, then fall left down the 
narrow hatch. Go left through the secret rock and jump up the tufts and fall 
left. Jump up the left side. Fall left, then go right into the green area--
left is more hazardous and leads you to where you've been. Fall right to the 
corner and jump and drop a bomb on the lion if you want. You should be able 
to make the jump, though. There's another hapless lion to bomb later. Then 
you zigzag down some platforms.

Go right at the bottom. There is one more monkey in a tree to jump-shoot. 
Then the boss fight! The boss is a pair of volcanoes. You just have to avoid 
the fire for 99 seconds. The center is the best place to stand, though once 
you find a safe place somewhat near it, that is good too. The game's pretty 
generous about avoiding volcano fire, so don't get too frantic moving. Often 
two lava balls that seem to be coming at you will arc over you. It's 
irritating that the screen shakes, but if you have 5 lives this should be a 
snap.

Once you're done with this, C.J. goes right, and you see what's below the 
"Welcome Home" sign. A happy parent! Good job!

    2-3. CHEATS

0x591 = tens digit of # of bombs
0x593 = ones digit of # of bombs
0x595 = lives left
0x597 = 100000's digit
0x599 = 10000's digit
0x59b = 1000's digit
0x59d = 100's digit
0x59f = 10's digit
0x5a1 = 1's digit

  3. STUNT BUGGIES

This is a 16 level game where you must shake off enemies and use your exhaust 
judiciously to find the bombs located in the maze and return to where you 
started. For those who like the arcade classics, think Rally-X. You also have 
power-ups and other blockades. It's not a perfect game, but it's interesting 
for as long as it goes on.

Maps for the levels in this sub-game are posted on GameFAQs.

You get 100 per bomb, then 100/200/5000 for the ? that shows up a few seconds 
afterwards.

    3-1. CONTROLS

The controls are largely as you would guess. You can turn around every half-
square of game territory, and you can turn left/right pretty much anywhere.
Push B to let off smoke. Smoke recharges every level, and you get ten bursts 
per level. The best place to let off smoke is in a dead end, as it goes 1 
square behind you and the other cars are not stunned for long.
Start pauses the game and lets you see your score. One nice feature about it 
is that you can push any key to continue--a real pause, not one where you 
need to push pause again and hope you can push that next key.

Extra man at 15000, 40000, 80000.

100 200 400 800 1200 2000 3000 5000 for bombs in the bonus, then back to 100.

    3-2. WALKTHROUGH

For the last two levels you may wish to have a life each set aside just 
because you can go on a suicide mission clearing everything out. But in 
general, with enough ducking, you should be able to get through levels. As 
long as you don't hold the button down, you get 10 exhaust per level.

Level 1: The Forest

This is pretty easy, as first levels should be. Move up, then down. Go across 
the bridge and go to the top for bomb #3. Then go left and down and get the 
mushroom then the bomb below it--you may wish to wait to get the mushroom til 
the other buggy turns away. Then go right and down and through the smoke to 
shake the enemy off. Loop around again and below the bridge, get the other 
bomb. Reverse and go through the bridge.

Level 2: Creepsville

There are three enemies here, and you will want to make sure you don't 
release two of them. Head to the top to get the bomb there. You may want to 
place a bomb after getting it, when the enemy comes to meet you in the dead 
end, then reverse and run over him. Then go DL for another bomb left of the 
eye. Hook around the eye and get the bomb from the left. You can now use a 
smokescreen to retreat, or you can take the eye, which releases one enemy. 
Then R D R for another bomb. Weave your way below until you have to go left. 
Then get the bombs there. Watch the radar for cars that may be ahead of you 
while doing this, then go up.

Level 3: Balloon Alert!

There are three bombs at the top. You may have to loop around one enemy to 
get to them, but do so before the pencil-car at the top goes. It telegraphs 
its moves, pausing and moving very quickly, but you can still smoke it out. 
Go to the UL corner, then take the center bomb and go UR. Let the enemy 
follow you down the center so you can smoke him out.

Go to the bottom and to the right edge where you can get a bomb, then use a 
hole to distract the enemy if need be, because one bomb is in a dead end. Go 
to the DL, where you can loop the enemy around, then up and right. Now 
release the enemies left and right of the start. Just see which has turned 
away and go after that. You may have to smoke one out to get to the other 
side, then smoke them out again to time passage to the right. Don't leave any 
smoke on the table--distract the cars as you need to.

Level 4: Bonus stage

You want to circle around each square before moving to the next one out, and 
smoke out and run over your opponent. The risks here are running over the 
same $ twice(you die the 2nd) or waiting on it. You need to keep an eye on 
the radar to see who is going where, and it may help you determine whether to 
go counterclockwise or clockwise. You should work outwards, overall.

Level 5: Time Your Moves!

Go to the top and clear out the bombs there--follow the fast cars on the 
tracks, step into the niches, and get out. Do this quickly before the first 
of the cars awakes. If you need, use smoke on the incoming car, and he will 
be stuck at the top for a while. Get the bomb right of the start in the dead 
end, then circle back left, get the bomb in the center dead end below(if the 
car follows, smoke him and lose him) and down the side. Go UR to get the bomb 
in the dead end, then retreat to the DL for another bomb. Go along the bottom 
and work your way up the right side.

Level 6: Dangerous Maze

Here the walls, or pits actually, are deadly, as is going up right away. So 
DLDL and get the bomb, then DRDR to the edge to get another. Go to clear out 
the bottom, now--only one way to go, really, but it is tricky to see. Blue 
passage down, then the bridge.

Get the bomb nearby and go to the DR where you will release a very slow 
vehicle. It is tricky to follow, since the oil slicks it leaves don't allow 
you to turn. But it should not seriously impede you from going to the left 
edge and up the left bridge(don't get the ?--lose your radar,) then circling 
around the bottom center to clear all the bottom area.

The top should be ripe for the picking now. It is not too hard to loop around 
and pick off the bombs, but use smoke when necessary.

Level 7: The Snake!

If you lose one life here you might as well lose them all. But if you keep 
things going ok, it is a relative breeze. You need to spiral inwards, smoking 
out enemies that blitz you from behind. Then you can take a shortcut back up 
the center, down and right. This level is little more than timing. Just don't 
get stuck spun out over water when an enemy is about to dart at you. Check 
the radar before each turn in the UR.

Level 8: Bonus stage.

This is pretty easy as you just go up for the first $, then R U R D to the 
bottom and L. Take care of the DL, then the one above, then go up the side 
and get the $ in the niche. Detour for the one 2L2D. Then go right through 
the upper bit and wind your way to the corner. Just let yourself get killed--
the trip back takes too long.

Level 9: Quick Quick Slow

Head right immediately and get the bombs in the dead ends. Follow the car on 
the rail down to the bottom and drive to avoid the lake below, then come back 
up and keep going clockwise. Be quick about this so the car above doesn't get 
active and hunt you down. When an enemy passes, retreat to the center, time 
the center track, and go up. Take the side road so you spin over water and 
can go U R D then U L to where you can loot three bombs, then retreat. 
Remember to watch out for the rail around your entryway before dropping in.

Level 10: Smash and Grab

The cars are obnoxiously fast here but if you knock out the right bombs to 
start, the rest is easy. Go straight up and grab the bomb from under the one 
car's nose, then R U L D L to the edge and D for another car. Keep an eye on 
the radar and if another car is lined up with you, prepare to use a 
smokescreen. Otherwise go to the DL and DR of the next square, then the DR 
and DL of the next, then to the top of the board, L R D L D. You can time 
your run at the zoomers for when they freeze, which helps getting to the top 
at the start.

Level 11: Acme Rockets

Clear out the top first. Go left and get the bomb 2U, then go to the UL 
corner and down. Then come back right--duck under the zoomer if you don't 
feel safe.

Get the bomb right of the main cross where you started. Then go down and 
outwit the zoomers for what's in the dead end. To the left, get the bomb just 
above and work your way to the bottom. Then work your way back, again 
checking the radar to see where the runners are.

Level 12: Bonus Level

Lots of dead ends here so it is not trivial to complete this qiuickly, but 
you can start with L D L U and quickly R L. Down the tunnel and L U. There is 
a $ to the right in a dead end, but it is probably not worth it. Go to the UL 
corner, get the gold and go back right. Then U UL to another corner and sweep 
along the top, sweeping back DL for gold and then going below that. There'll 
be two each way. You should go right or between them based on where the enemy 
cars are. Don't sweat getting all the bonuses. There' a lot of chance as to 
if enemies trail or trap you.

Level 13: Watery Grave!

Left to the edge, back and down. Left to the edge, back and down. That makes 
three early. Head right. Cut in on the track and get the bomb and peddle L/R 
til the enemy comes around again. This is tricky, so it is not the worst 
place to lose a life on the way back out. Watch the radar and be prepared to 
use smoke on the way to the center. See who is where and go up(if UR) or 
right(if UL) and circle around. If the enemy is visible to the right, though, 
fake him out depending on which way he goes through the smoke squares. You 
are able to make a circle for these last three bombs.

Level 14: Snackys Maze

There's nothing in the top bit, so just R D L D L for a bomb, then continue 
down the DL fork. You have two bombs there. Then go to the right. The DR 
won't be open yet. Get the bombs, then use smoke for the dead ends as 
necessary. Now the DR is open, so go there. Use all your smoke to get back to 
the center.

Level 15: Eat this!

Do this in two parts--get the bombs below the cars(R D R D L and snipe them) 
then go on the walkway for the lone bomb. Get killed. Don't even try to come 
back--just use smoke near the edge so everyone comes near, so that when you 
regenerate, the enemies will have chased you into a corner--but you're now in 
the center.

Now take out the upper bit. The enemies will all be congregated below, and 
you can pick the top bits off before they get back.

Level 16: Bonus Level

    3-3. CHEATS

0x690 = exhaust used. Set it to 0x03 to have infinite exhaust.
0x698 = lives left.

  4. F16 RENEGADE

This is a very bad subgame--very slow and not fun at all. In addition, it 
seems it was dumped badly, so if you have a ROM, F16 will only work on 
NesTopia as of now. And some versions do not work. Plus, you'll need to 
select Stunt Buggies and not F-16. If you want to play Stunt-Buggies, you 
have to select F-16.

The game alternates between overhead and 1st person fighting, with the 
problem of 1st person being you can't see the bullets most likely headed at 
your plane. But you will soon get the timing down of when you can shoot and 
move and also of waiting for planes to come from behind so you can shoot them 
down.

    4-1. CONTROLS

Controls are as expected--you can move in the middle third of the screen 
though you will want to keep near the center, especially with tanks shooting 
at you from the ground. Their missiles swerve at 45 degree angles, though 
their range is ultimately limited to 90 degrees. When in doubt, move left and 
right to spread your bullets out. The side ones may hit enemies in the air, 
but it's the forward ones that will take out most enemies.

A shoots, B uses the zapper. You should hold A down, since it allows rapid 
fire and tapping isn't as quick. B can zap enemies even when you die. It 
takes 13 off a boss and zaps all missiles as well, useful in a tight spot, 
especially with helicopters in the 2nd game.

Select does nothing and start pauses.

You have 5 stages of weapon power-up, after which you get a zapper. If you 
have 9, you are given an extra one, though it is not shown. When you die, you 
lose most of your power-ups. You get extra lives by grabbing (L) power-ups. 2 
power-ups do not appear on the same screen at the same time. You get no 
points for blasting a screen during an even wave.

Points are pretty easy to figure--10 per hit on the first wave, 200 hits for 
a boss, 1-3 for a plane, 2 and 4-5 for ground, 8-12 for big airships, and 
2680 points for a big plane on the 2nd wave(67 hits--200/3--with 40 points 
per hit,) with 10 per aircraft.

High scores incidentally:

George   100000
Ronald    75000
Dan       50000
Jimmy     25000
Theodore   5000

Named after VPs/presidents around the 80s(?) then Teddy Roosevelt I guess

    4-2. WALKTHROUGH

1. Rookie Mission

The last guy in the second wave has a power-up. Another group has a bomb 
right before the river. If you don't see tanks early on, don't try to shoot 
right over them til they are in the lower third. Loop around any bullets. 
Don't try to shoot every enemy. After a bunch of tanks, some green guys will 
appear from behind. Gun then down, then there's a power-up ahead.

Later on there will be big planes that take 8 hits. But they should not take 
that long with your increased power ups. Tanks on the ground take five hits.

For the boss fight you pretty much stay below the plane. Shooting it 2000 
times--less with powerups--gets you through the first level.

Unfortunately as the game goes on and backgrounds flip around, the enemies 
don't get any trickier, only more numerous.

2. Jungle Warfare

I find survival is the best strategy here. You can just go to the center when 
no one is around then slowly loop out to the edge of the boards. There is no 
way to crash. The only time I kill enemies is when they appear moving 
vertically. Then staying in one place, maybe moving up/down a bit, and 
blowing them away is handy. However, it can be nasty to see when a bullet is 
coming, so you do have to keep moving in any case.

The boss is a bit tougher now since you can't just stand behind him. I think 
zigzagging works best here. Smart bombs only take it for 13 damage, but if 
you have a lot of extras, this is a nice time to use them.

3. Renegade in Pursuit

Much like 1 except the green/blue motif is replaced by brown/green. And the 
regular planes take 2 hits. Stationary gunners take 4. There are also jeeps 
that take 2 hits.

The boss also has stationary gunners by it and sometimes shoots directly 
below, so be careful there too.

4. Rating...Talented Amateur

This is really no different from level 2, though tanks sometimes fire from 
the ground. They seem largely ineffective unless you camp out there, though.

5. Forest Fighting

Big planes take 10 hits here, small 2. The boss is the same, but you may get 
blinded by your own missiles, which are about the same colors as his.

6. Danger Zones

This is kind of fun as planes rush ahead of you and you gun them down from 
behind. Tanks fire straight up in the air. Some missiles are guided, too.

7. Desert Dogfights

Copters here are not qualitatively different from planes but take 12 hits 
instead of 10. Other than that, the missiles are flashing, and they are a bit 
difficult to track on a light background. Plain planes also take 3 hits now.

8. Rating... Fledgling Pilot

No forest background here but the planes fly in looser formation, meaning 
bullets will be over the screen a bit more.

9. Pine Forest Duel

Nothing really new here, but the missiles do show up a bit better against the 
drab green.

10. Half Way Point

Helicopters are nasty here--the missiles can circle around here. You need to 
nail the helicopters as they are at the half to 3/4 point of their loop, 
before they shoot. The second half of the level is concerned with more 
traditional fighter planes.

11. Low Level Sea Flight

Planes take two hits here, but I think they are faster. I can't think of much 
else to say that is new about this level versus previous ones.

12. Rating... Squadron Leader

The new background is pretty cool, and planes come in from one side then the 
other, but there isn't much new about this level. There is one wave of 
helicopters in the middle to watch for.

13. Arctic Wasteland

More of the same, but the boss plane shoots potentially guided missiles. So 
wait for one to bend, then move diagonally up/(left-right).

14. Rating... Wing Commander

The boss here is a cool helicopter, but it does not shoot spiraling bullets. 
If you fire a smart bomb, the white mountains turn grey for good.

15. Dirt Fighting

Even more enemies and a faster pace.

16. Rating... Veteron(sic)

Use power ups to destroy helicopters if there are too many bullets. Other 
than that, you have more of the same.

17. Power Games

18. The End is Near

19. Rating... Untouchable

The bullets are fast here, and I can't give any more advice than that you 
have to pay extra attention. You should have a lot of blasts saved up, so use 
them here. Leave 7 for the final level. The visibility stinks here in the 
dark arctic parts, so try to stay over a river if you can, but you'll be 
moving around a lot. Be sure to sweep in at an enemy only just after they 
fired off a few bullets.

The boss here is accompanied by planes that fly in from behind, and there are 
no power-ups. Fun. This is a great sort of game to learn about cheats in, by 
the way.

20. Helixs Last Stand

Nothing new here, just a lot more of it. The final boss is no different from 
previous ones. Don't leave any big bombs unused.

    4-3. CHEATS

0x300 = level #--set to 0x14 to get to the last level, but be sure you are on 
a flying level when you do so, or the game will loop.

0x303 = # of lives
0x301 = firepower(0-5)
0x077 = # of zaps
0x689 = odd level boss hits left(200 for all levels, but the boss loses 3 
hits automatically in the even levels regardless of your firepower)

  5. GO! DIZZY GO!

A dippy but very charismatic little subgame. You just think it shouldn't be 
fun, but it is. GDG has 5 rounds of 5 levels each, with a bonus level after 
each one. It's not necessary to solve a bonus level, and in fact you can 
glide through a lot of this game, but it's still quite fun to try to maximize 
your points and figure out every puzzle. At the end of each round, you rescue 
a friend. Daisy, Dizzy's love interest in other well liked games, is the last 
one.

A basic level of Dizzy contains enemies, movable blocks, walls and fruit. 
Flashing fruit is more valuable than regular fruit, and the fruits flash in a 
certain order. You get a bonus if you nail them all. You can move a row of 
blocks to try to crush or block an enemy. There are also many power-ups which 
make your life easier, and later on there are level warps and, even cooler, 
challenges to get through level warps.

    5-1. CONTROLS, POINTS, POWERUPS AND ENEMIES

You cannot die in the brief time after you get the final fruit, if an enemy 
runs over you, so don't worry about that. However, you can grab a nearby 
score.

You can go through about 66 squares in Bonus Level.

    5-2. WALKTHROUGH

Level 1-1:

GO! DIZZY GO!

This is a basic introductory level you should have no problem with. You can't 
push any walls, but the enemy is very predictable and slow. Clean up the 
fruit in the order they flash. There is a question mark at the center of the 
screen, and you can step on it for a note. There will be more of these in 
later levels, and they do different things.

But there is something more to do here. On level 2-4 you are notified about a 
warp zone here, straight below the ?. It takes you to 1-5.

Level 1-1b:

Not too bad as you just have to sweep around til you reach the center, which 
you have to do from above.

LDRURDRURDULDLULDR

Level 1-2:

CUTE BUT DEADLY FISH

Here you can push the algae to the edge to destroy the fish. The timing needs 
to be exact, though. You'll also get a Z powerup that pushes the fish to 
sleep, then a bomb, then one that lets you out the sides. But first, step on 
the question mark, then step 1 down and push A. Boom--one fish dies.

It shouldn't be too bad to get the cherries in order. The algae will dissolve 
when put against an edge or a clam/wall. You can push them out of the way if 
enemies get too close. Once you are able to go off the side, it is easy to 
pick off the final four cherries in order.

Level 1-2b:

Here is a symmetrical level where you need to clean out one half, then the 
other.

UDRURURDLU

LDLDLULDRU

Level 1-3:

GIDDY UP THERE FOLKS

The two seahorses won't cause much problem. The ? asks if you tried contest 
mode. To get to the sides you'll need to push the green clams, so you may 
need to hang out in the center a while. Still, to get the flashing bonuses, 
you have a lot of walking to do. However, you also get a knife and fork 
power-up, so you can eat the enemies. Wait for one to come near by and be 
coming at you. They go slightly slower than you do. Cornering them also works 
well. You should get two power ups, so you can get practice.

Level 1-3b:

Get the items in the following order: UR, UL, DL, DR. While there's nothing 
esoteric about this, you don't have time to dawdle.

URURURDRLULDLDLULULDLURURDRDLDLURURUDRDRULULU

Level 1-4:

BELOW THE OCEAN WAVES

"To satisfy your greedy appetite get the correct key combination"

You won't be able to attack the right directly, so you may need to push a 
whole bunch of blocks in one direction or another. There'll be a bomb on the 
left, which is good to wait for, then a knife and fork on the right. The gas 
clouds are almost as fast as you, so it is important to try to run past them 
and push whatever anemone blocks you can against the cones.

Level 1-4b:

Clearing the center stuff that isn't supported by any walls makes the rest 
pretty easy.

LDLDRDRDLDRL

ULURDLDLDRDR

Level 1-5:

DO THIS ONE FOR DYLAN

I got in some trouble here when I started messing around. There's a power-up 
in the left early on, so you can grab that, and then you can stand on top of 
where he regenerates. You can also crush enemies here as the board is a bit 
crowded. You don't need to push them into a wall. They often come at you when 
you are behind a wall, and that makes it easy.

The message from Blackheart says 2D 5L but I can't find anything there.

Level 1-5b:

The upper central bit is tricky, and the way you go in makes a difference. 
Then you need to switch sides and zigzag some more.

RDLULURURDRDRULD

RDLDLDRD

LDLDLDLULD

RDRDLD

Level 2-1:

"BEWARE THE KILLER BEES"

Different background, same strategies. 3 bees, acorns, and cloud pushables. A 
side warp helps a lot here, so look for it and pursue it even avoiding 
fruits/flashing fruits to do so. You'll regain all that later.

I couldn't find the extra life that the (?) advertises. But I could find a 
lot of bombs to get rid of the enemies. There are two in a row, so wait to 
pick up the second until the enemies regenerate.

Level 2-1b:

Lots of going into dead ends and retreating here.

RLULURURDLDULDRDRDRURDURDRDRLDL

Level 2-2:

ARACNOPHOBIA!

"We hope you are enjoying this game!" is the central message.

This is a pretty smooth level. Get the two flashing fruits then go right and 
smash the spider, and that should give you time to run around.

Level 2-2b:

I cut things close here, but you can get through pretty easily.

DULDLRURURULDLULURDRDRDRDR

Level 2-3:

PLAYING IN THE RAIN!

Use the blocks to guard yourself from the bees when you go into the corner. 
The message says "can you find the short cut?" but I was not able to find it. 
The flashing fruits are lumped together, so if you can either block off the 
corners or get them after the knife and fork power up, you should be able to 
win this without much damage.

Level 2-3b:

You have to zigzag around the screen here, but no really big surprises.

RULDLDRDRULRURDRLURULD

Level 2-4:

BEWARE OF FOREST FIRES--very cute, with 3 fires who are persistent at 
tracking you down.

"In the middle of the bottom row on the 1st screen there is a warp zone" is 
the message.

This is not a bad level since you can warp off the sides at the start. You 
should use this to fake out the monsters, who cannot walk off the edge, and 
to save time getting to the other side of the board.

Level 2-4b:

To avoid a close shave, get the DR orange first. It's very inconvenient 
later.

RDLULURLDLUDLRDRURDRLURD.

Level 2-5:

DORA'S ALMOST IN SIGHT

With 4 spiders, this is a tricky level. Get the 2 flashing fruits at the 
bottom. A bomb appears in the upper right quickly. Get the power up before it 
and then push a few blocks to keep the enemies away.

Level 2-5b:

I finished with very little time left. But the solution is pretty apparent--
take care of one side at a time.

RDRDULURDLURURULDRU to the one corner.

DLDLDLDRULDLD and the other side now.

URULDRULULURDLU.

Level 3-1:

WHERE IS MY MUMMY

Go up and left and push a papyrus each left and right to make some room to 
fake enemies out. Then you can get the flashing purple fruit to the left. You 
may want or have to wait for enemies to get close before getting the flashing 
fruit on top, but after that you can just duck in and get every one. Circle 
around if enemies get too close. Then go along the bottom. Push papyrus if 
anyone gets too close. A shield will appear in the DL, then a knife and fork 
on top. They are worth getting.

Level 3-1b:

Again, you can use the symmetrical solution if you want, as despite the board 
overlapping it really is divided in half.

DURURDRDRDULULULRDRURDLDLDLD.

Level 3-2:

ARE THOSE SKULLS REAL?

Here the "help" can get in your way, but you can warp off the board. You may 
have to kill the flashing bonus, but for starters, go between the E and L. 
Note you can also push hourglasses off the screen, so if it looks like you're 
trapped, you really aren't. The skulls are smart and fast, but if you look 
before you loop, you'll be able to bring them to the opposite place of where 
you want to be. This makes the remainder of the level easy. Just don't try to 
take out too many of the flashing fruits at first and avoid corridors where 
you can be trapped unless you are well away from the enemies.

Level 3-2b:

Well, the first move is easy to figure out, isn't it? Then the next few are 
forced--or you retreat.

ULDLDRDRURL(the point--get the straggler, even though it seems a waste of 
time)

URDLDR

Level 3-3:

CHOC A BLOCK

The ? here leads to a heart shaped conglomeration of question marks where you 
can jump to 3-5 if you clear them out in a given time frame. It's best to 
wait for a bomb before you trip it. Then you can clear out a lot at first. 
The risk if you fail is that you get kicked back to 3-1. Don't panic if you 
lose a guy--that actually gives you invincibility and makes it easier to eat 
a bunch of stuff at once. Proceed (counter)clockwise around the heart, 
getting everything as you go.

To solve the level in the usual way, get the pear at the bottom and quickly 
get the one on top and come back. You can bash a lunchpail(?) left to smash 
one of the squares--they are persistent--then look for other ways to hide.

You may be able to go through the side walls with a power-up, but watch out. 
So can the squares. That's what happens in the later levels of games you 
know. However, they will only follow you through walls if they see you 
horizontally or vertically.

Level 3-3b:

Pretty intricate but not impossible.

LULDLRDRDLRDRURURUR

Level 3-4:

VAMPIRE BAT ATTACK

Vampire bats seem nasty as they do dissolve blocks that could trap them.

Level 3-4b:

DLULDLDURURULULRDLDLDL

ULURDRDULULDURUR

Level 3-5:

CLOUDS OF POISON

For safety I would just push a block 2R then go 1D of it and push a block 
left so I can make the run to get the square block in the UR, changing 
everything movable to fruit.  Push the 2nd-top block right, then the top. 
Then not worry about the bonus. Because it takes too long to navigate the 
columns. You can still try for the 2000 bonus by tracking which pieces were 
movable--they would be U and D of the immobiles. But the number of extra 
fruits you'll get will make up for the lack of bonus. It's probably best 
though to sacrifice the points and take what you can get. Use the corners to 
drag enemies along then come back to the other side, clearing columns out as 
you go, or parts of them--the immobiles are inconvenient.

Level 3-5b:

LULDRURDRDLDLUDRDRDLR

URDRUDLDULULURDLUL

Level 4-1:

HIGH FLYING BIRDS

Go to the center and push up, hopefully timing to take out the one bird. From 
there it is just a matter of clearing things out. The birds aren't very 
persistent in chasing you.

Level 4-1b:

DRDLULDLULDULURLDR

URULULDLDRDRURULRDLDLDLDLDLDRU

Level 4-2:

PAIR OF SPEEDY SPIDERS

Use the board edges to get to the first watermelon quickly. Then you can use 
board warps to get to the others.

Level 4-2b:

A pretty simple one once you see how to lap and overlap the board.

URDULD

URDRURD

Level 4-3:

THE FLUTTERBY MAZE

There's a warp zone at the bottom, but wait til later to get to it. You see, 
you need to clear out all fruits remaining--and the movable blocks change to 
fruits. So it is to your advantage to wait if you can. You get the same bonus 
time no matter how many fruits are left. Given how nasty 4-4 is, if you ar 
ejust playing to complete the game, you will want to skip that level and use 
the warp.

Go UL to crush a butterfly to start--you can also trap him against a wall. 
Loop back over the top to pick up the side activator. You'll probably wind up 
walking 1 to the side of a butterfly as they come at you a lot, and you will 
want to disrupt the diamond quickly. You can flip between corners to fake out 
the enemies easily enough.

Level 4-3b:

Clean up the bottom stuff first and the rest is symmetrical.

LURDRURULDLURURULULULU

DRDLDLRURURU

Level 4-4:

TWO BEE OR NOT TWO BEE

This is a good level not to worry about bonuses on. These guys are fast--as 
fast as you--and accurate when it comes to playing defense against you. Go up 
immediately and 2R U to get the fruit, then make space so you can push the 
one mountain into the fruit. It wil dissolve. Now sucker the bee to the left 
and go right and up into the compartment so he does not see you go there. He 
will go to the top, buying you time. Repeat as necessary.

To cross over, it's best to shield them with the + sign.

Level 4-4b:

RURDLDLRURDRDRDRUR

LDLDRURDL

Level 4-5:

A SNOWBALLS THROW AWAY

Go up, right, and to the center. Push 3L below the flashing fruit on the 
left. Now something cool here--you can go off the screen, but the left is 
blocked. So if an enemy comes at you, hit them with a block going down. You 
can block and kill a lot of enemies this way. In fact you can sucker a bird 
to the edge and loop around the back and  take him out. So this is really a 
pretty comfortable level.

Level 4-5b:

ULUDLULDLDLURURURDR

Level 5-1:

BATS IN THE BELFRY

It should be easy to clear out the first few blocks. The bats don't like to 
change direction, so you can run past them pretty easily. A bomb will appear 
down the left inner column and once you pick it up you should be able to 
clear what you want.

Level 5-1b:

ULULDULUDR to clear the left.

LDLRDURU for the right.

Level 5-2:

FIRE IN THE RAMPARTS

Ooh! It spells "Dizzy!" At this point you may wish to give up any pretense of 
collecting the flashing bonus if playing for the win. However, if you can pin 
the enemy flames in corners for a while, that can help. It may be more 
worthwhile to pin them against an edge than to kill them. If you wait for a 
bit, you may be able to wrap around, and that helps immensely with picking 
off the stars in the corner.

Level 5-2b:

LRDRULULRULDLULURURLU

Level 5-3:

BONE HEADS!

This level's bonus is very doable once you see when to flip around on the 
board. Go DR, then push the bottle left and go down, since the board scrolls. 
That will allow you into the cross with four flashing fruits. From there I 
found it to be just a matter of warping across the board for each fruit, and 
eventually a shield popped up. It is easy to warp to wrap up the last four 
fruits, too.

Level 5-3b:

RDLULDLURLDRDLDLUL

Level 5-4:

DEADLY PUMPKIN GANG!

Get the two bananas below and then sneak down the bottom. You can wiggle 
around there and use the scroll-horizontal-and-vertical trick to get way from 
enemies and pick off the bananas one at a time.

Level 5-4b:

I was able to write a program that showed you could not solve this based on 
the initial conditions. The closest I got was:

DLDRURDURURDRULULDRDR but you lose out before you can go right.

Level 5-5:

EGGS GONE BAD!


4D 2R 3U then push left and right to trap the two eggs that follow you. Then 
go DL to push a block to get away from the other two eggs. After this, do 
what you can to crush or block the eggs. A shield will pop up, and so will a 
level warper, and something to turn the walls to blocks--very useful as you 
want to shield the eggs from direct lines of sight whenever possible. You 
just can't afford to get stuck in the corner because the eggs play such 
aggressive defense--going back and forth in front of you.

Level 5-5b:

URURULURURLDRDR

DRLURULUL

    5-3. CHEATS

0x5c is your number of lives.
0x82 is the hex address for bonus time. Set it to more than 7. You may not be 
able to solve some bonus levels if you get in a loop, so watch that.
0x59d is the ones digit of your score, 0x59c is the tens, 0x59b is the 
hundreds, 0x59a the thousands, 0x599=10k, 0x598=100k

The level map starts at 4c4 and is 16 wide, with the first byte in each row 
being a buffer. Maps are 15x10.

End of FAQ Proper

================================

  6. VERSIONS

0.2.5: sent to GameFAQs 2/22/08, CJ's Elephant Antics done.
1.0.0: sent to GameFAQs 2/25/08, complete

  7. CREDITS

Thanks to the usual GameFAQs gang, current and emeritus. They know who they 
are, and you should, too, because they get/got some SERIOUS writing done. 
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow 
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog, 
Lagoona, Da Hui and others I forgot.
Thanks to the NES Completion Project for keeping it going.
Thanks to AdamL whose completion FAQ gave me a measure of relief playing 
through F16, so it was not too Sisyphean a task.