Ball Bullet Gun FAQ v1.01
Last Updated: February 3, 2005
By: Xanathis (Xanathis@gmail.com)
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Table of Contents:
==================
I. Introduction
II. Updates
III. Gameplay
IV. Tips
V. Missions
VI. Weapons
VII. Rankings
VIII. Links
IX. Copyright
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I. Introduction:
================
Ball Bullet Gun: Survival Game Simulation
Produced by: IMAX
Year: 1995
System: Super Famicom (SNES)
Time Needed to Complete Game: 10-12 hours
Difficulty Level: Moderate
Ball Bullet Gun (BB Gun) is an odd turn-based strategy game for the SNES.
Rather than being like other turn-based strategy games that focus heavily
on story, this game has no storyline, little in the way of levelling up, and
is limited to simply weapons for equipment.
Thanks to Gideon Zhi (Aeon Genesis), this is yet another game that has been
translated to english for us to enjoy. Being that there's no story and you
can do missions in most any order, there's really not a need for a
walkthrough. This FAQ goes over gameplay details, some general tips for
playing, details on the missions and some suggestions on how to complete
them, weapon data, and rankings you get at the end of the game.
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II. Updates:
============
2/3/05 - Thanks to information from MKendora, added in another hidden
weapon (see Mission 14 entry in the Missions section and the
weapon data in the Weapons section for info on the M134 Vulcan).
9/13/04 - Initial FAQ released
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III. Gameplay:
=============
The Main Menu has the options of 1 player, 2 player, and team make.
1 player - Play through the 24 missions of the game against the CPU
2 player - Pit your team against a friend's team in one of the missions
Team Make - Here is where you create your team that will be used to play
Team Make:
Before you can play, you need to visit the Team Make option and choose to
make a new team in one of the 4 save file spots. After you name your team,
you'll be taken to a screen where you will have to select your units.
Along the bottom of the screen you'll see 4 options:
Type - Select your unit from a choice of classes and characters
Name - Rename a unit
Outfit - Change the weapons equipped on a unit
End - Finish team creation
A team initially consists of 8 characters. The first unit of the eight is
always the Leader. After that, you may choose each of the other seven
characters from one of four classes.
Attacker - The most balanced of the classes with average stats and AP
Task Force - These have the most action points of the classes and are
designed for movement to scout out areas
Defender - This class has higher HP and evasion than the other classes
Sniper - This class has the best accuracy for hitting targets
Each class also has a special ability unique to them:
Team Dat (Leader) - 0 AP - Shows a list of team members and data on them
Pineapple (Attacker) - 2 AP (5 uses/mission) - Throw a grenade to hit
a 3x3 square for a possible 1 HP damage each
Trap (Task Force) - 3 AP (5 uses/mission) - Set a trap on the ground
to damage units when they walk over it
Recover (Defender) - 4 AP (5 uses/mission) - Restore HP to nearby units
Point Shot (Sniper) - 1 AP - Attack an enemy with 99% accuracy
Back to choosing the characters for your team. Each of the choices
will show a variety of information on the bottom of the screen when
you highlight their names. The information displayed includes their name,
unit type, special, and others such as:
HP (hit points) - how much damage a unit can take in battle
AP (action points) - Points used to perform any sort of action (movement,
attacks, specials)
Search - How many spaces a unit may see (important when seeking out enemies)
Hit - How well they can hit a target
Evasion - How well they can dodge attacks
You'll notice that for Hit and Evasion, it displays a letter. Letters range
from A to E with A being the best and E being the worst. So an average unit
would have Hit and Evasion rankings of C. Snipers will have A or B for hit
since they can target enemies better while Defenders will have A or B for
evasion since they are primarily for defending. After you've chosen all your
units, pick the End option to complete team creation.
1 Player:
When you choose 1 Player mode, you will then have to select your team
from those saved. After selecting the team, you will be taken to the Mission
select screen. Along the bottom of the screen is information on the
highlighted mission:
Place & Rule - The type of mission location (Grassy Plain, Factory, Maze,
Office, Battlefield, etc) and the type of mission (Flag Battle, Can Battle,
Battle Royale, etc)
Enemy Team - The name of the opposing team
Player VS Enemy - How many units the player and enemy each get
Clear Point - Your high score in points for completing the mission
Challenge - How many times you've played the mission
After selecting your mission, you will be taken to a screen where you must
select your units. On the left hand side is the list of units in your team.
To the right shows the max number of units you may have in the mission as
well as icons that highlight as you choose units to let you know how many
slots you've filled and how many are still available. Note that the Leader
is required to be in every mission. At the bottom is 4 options:
Select - Use this to select which units from your team to use in battle.
Map - This shows a miniature version of the map you will be fighting on
along with starting unit placement, the goals of each team, and the max
turns that may be played before you lose (most types of missions) or
win (survival missions).
Outfit - Just like in Team Make mode, this allows you to swap weapons.
Start - Start the battle
Once you start a mission, you will have the first turn. You must complete
your objective in the turn limit. Start by selecting a unit with the A
button. This will show you the unit stats and pull up their menu with a
list of options:
Move - (AP costs increases with the number of squares moved) Move a unit
Attack - (AP cost based on weapon) Perform an attack on an enemy unit
Search - (1 AP) Allows you to change which way the unit is facing to
search for enemies
Charge - (AP cost based on weapon) This is used to reload a weapon when it
runs out of ammo
Special - (AP cost based on skill) Use the unit's special skill
Unit Data - View the information on the unit
Unit End - End that unit's turn
When you finish moving a unit, a number of squares near the unit will
light up in yellow. These constitute your team's viewing area. Enemy units
are hidden unless they fall into one of the yellow squares which makes them
visible to your party. That is where Search comes in so that you may turn
units to change the visible area. When ready to end a turn, press the X
button. This pulls up a second menu that has a variety of information
and 3 options.
Topography - This tells you the info on the land under the selector box.
AP - how much AP it costs to move over that square
Effect - What type of effect the ground has on attacks/defense
Shot Pass - If bullets can fly through (circle) that land or not (an X)
Search - If units can see past (circle) that land or not (an X)
Units on each team designated by little men. When they get eliminated from
battle they get X'd out. The options are Map (to view the Map like you can
prior to battle except that it doesn't display invisible enemy units),
Turn End (ends your team's turn), and Save End (Makes a Save and then
Ends the game).
When you finish your turn, the screen changes and the enemy team moves. As
they make their moves, your units will make comments on whether they detect
enemies or not and if they get attacked. Then it returns to your turn. Repeat
until mission complete.
Upon finishing a mission, you get taken to a Mission Clear Data screen which
shows the rank of difficulty for the mission, mission number, and the points
you got for finishing the mission. You get a certain number of points for
finishing the mission with bonuses for how many turns it took you (fewer
turns earn more points) and how many enemy units were left and deductions
for any units you lost. If the total point score is over 3500, one of your
characters get a random stat upgrade. After each new mission, you will gain a
new weapon for your arsenal and occasionally a new teammate from an opposing
team. You may rechallenge the mission at anytime to try and improve your score.
Now face the 24 missions of the game and fight your way to victory.
2 Player:
Much like 1 Player mode except that each player chooses a team and then play
a mission against each other.
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IV. Tips:
==========
* Try to make a balanced team at the start so that you have units of
varying skills and stats. This will give you a better selection when
preparing for battles.
* Make good use of your view area. Don't position a bunch of troops in
the same area facing the same way when you can turn them and see all
around you.
* Pay close attention to what your units say during the enemy's turn.
It gives you an idea of whether enemy units are nearby or not, if they
were spotted by your unit while moving, if they are circling around, and
when your unit is being attacked it tells you which direction from your
unit it is being attacked. Their comments will help you find the enemy
much easier than blind searching.
* Move slowly. Each time you finish a move, you can face your character.
It's basically like getting a free search so take advantage of it. Since
you may take as many actions with a unit as you want as long as they have
remaining AP, there's no reason to rush forward straight into an ambush
of multiple enemy units.
* Because of the turn limits, you'll need to focus on the offensive most
of the time. Keep your units together and work your way towards your target.
* This links with the tip above. The enemy tends to focus on defensive
positioning for the bulk of the missions. Therefore, you may only want
to leave one (perhaps none) to defend your cans/flags so that you have
msot of your force on the attack.
* Choose weapons wisely. A weapon may have a good hit stat, but it may
only hold two rounds of shots and need to be reloaded often. Look at
ranges, shots fired, AP usage, and the rest. Weapons are listed further
down in this FAQ.
* Also take into consideration the hit percentage calculation:
(Unit Hit + Arms Hit - Unit Evasion) x Topography x Direction = Hit %
This is calculated when you go to attack an enemy so pay attention to
topography and the enemy unit's evasion when you can. Direction can
play a big part if you're aiming straight at an opponent as opposed to
at an angle.
* Use the terrain to your advantage. Force the enemy to go through
bottle necks and into areas where you can gang up on them.
* Try to score 3500+ points in each mission so that you can get a unit
a random stat boost. Keep in mind though that once you've gotten 3500+ in
a mission once, doing so again won't net you anything more.
* When aiming for the 3500+ scores, be sure to take units into battle that
you want to get a stat boost.
* If you're having difficulty finishing a mission that involves something
like rescuing a prisoner, capturing a flag, and destroying cans, you may
end a mission by defeating all of the enemy team's units rather than doing
the primary objective.
* If you want to get a high score in battles that don't require the
elimination of all enemy units, the way to do this is to leave one enemy
unit alive and then complete the primary objective (capturing the flag,
destroying all the cans, etc).
* When you complete some missions, a unit from an enemy team will join you.
They appear to have better stats than others of the same class that you
chose when making your team so don't disregard them as just another unit.
* Don't be afraid to lose a mission as you can always try it again. It may
take a mission or two to get a feel for how the enemy is going to act
towards your tactics so that you can beat the mission.
* If you get frustrated with a mission, try another mission and come back
to it. It's not necessary to play each of the missions in order.
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V: Missions:
=============
Missions come in several varieties:
Battle Royale - Defeat all of the enemy team's units
Corridor Battle/Escape Battle - Reach the Arrival Point (flag)
Can Battle - Destroy all of the enemy's cans while protecting your own
Target Battle - Eliminate the enemy team's Leader unit
Prisoner Rescue - Untie the prisoner and escort him back to the flag
Flag Battle - Capture the enemy team's flag
Rabbit Hunt - Survive the turn limit
To capture a flag or reach the arrival point, you just need to have one
unit move to a square next to the flag and end their move there. To
destroy cans, you attack them like you do an enemy unit. Missions come
in three difficulties: Easy, Normal, and Hard. Each difficulty has 8
missions. In order to move up in difficulty, you must complete all 8
missions in the previous difficulty.
For each of the missions, I've made some comments on enemy movement
that I've seen and a method to complete each mission. Do remember that
there's a multitude of ways to finish each mission as well as various
ways for the enemy to move so these are merely suggestions on my part.
Easy
----
Mission 01 - Grassy Plain: Battle Royale
Enemy Team: Little Apple
Turns: 10
Units: 2 Player vs 2 Enemy
Comments: An easy enough mission for your first battle. Move your
two units up slowly until you find the two enemy units and plug
away at them until they fall.
Mission 02 - Office: Corridor Battle
Enemy Team: Little Apple
Turns: 14
Units: 2 Player vs 3 Enemy
Comments: As you move your two up, the enemy tends to move two
down into the desks area in the center of the map and catch you
around corners. Watch out for them and make sure they don't circle
around behind you. After you get rid of them, either head for the
flag to complete the primary objective for a high score, or get
the enemy that tends to get held back up near the flag.
Mission 03 - Maze: Can Battle
Enemy Team: Little Apple
Turns: 14
Units: 4 Player vs 4 Enemy
Comments: Make your way up slowly to take out the 4 cans of the
enemy. Watch out for the center area as they can sneak up on you
around the corners. This being the first of a number of missions
based in an underground maze, note that you can not walk over the
skulls.
Mission 04 - R&D Dept: Battle Royale
Enemy Team: Green Army
Turns: 16
Units: 3 Player vs 3 Enemy
Comments: Head towards the upper right of the map to take out
the three enemy units. One of them likes to slip down the far
right side of the map so keep an eye out for that one. This is
the first time that you'll encounter a new team that's a little
more skilled.
Mission 05 - Desert Island: Can Battle
Enemy Team: Green Army
Turns: 16
Units: 5 Player vs 6 Enemy
Comments: The first battle where you'll be controlling 5 or
more units. Send your troops through the upper and lower center
of the map and get rid of enemy troops along the way. Get rid of
the top and lower cans once you arrive on the right side and then
move in for the kill on the center can. The enemy may try to sneak
a unit or two past you so you'll probably want to hold one unit
back in the center area. Acheron will join you from the Green
Army.
Mission 06 - Battlefield: Battle Royale
Enemy Team: Green Army
Turns: 18
Units: 6 Player vs 6 Enemy
Comments: Use the terrain to your advantage and make sure none
of your units gets caught out by itself without any others nearby
to provide support.
Mission 07 - Dept. Store: Target Battle
Enemy Team: Bandits
Turns: 22
Units: 6 Player vs 6 Enemy
Comments: This is a pretty tough mission for the Easy rank. Their
Leader that you have to eliminate to win is a tough one. Send a few
troops army up and then to the far left as sometimes the Leader and
some of his goons head for the upper-left of the map. The
rest of your troops send down and then around left and up into the
center area since the Leader likes to move downwards and into the
center as well. You'll find some of the enemy troops hiding out in
the bottom left room usually. Apache will join you from the Bandits.
Mission 08 - Factory: Prisoner Rescue
Enemy Team: Bandits
Turns: 20
Units: 5 Player vs 6 Enemy
Comments: Keep one unit back in case any enemy troops come down
to guard your flag. Move slowly up and pick off any enemy units
near to the prisoner before rescuing him. Once you move next to
him and untie him, get him out of there quick. Prisoners only have
1 HP, so one shot can end his life easily. Guard him as you
run him down to the flag to win you the mission.
Normal
------
Mission 09 - Snow Plain: Flag Battle
Enemy Team: Orange Shot
Turns: 20
Units: 5 Player vs 6 Enemy
Comments: Welcome to Normal difficulty, now things get a bit
harder. You've got to try to capture the enemy's flag in the
bottom left corner. Move a couple of troops to the far left then
down. The enemy likes to move a sniper and task force unit up
the far left side of the map. The rest of the enemy units tend
to be near the flag or move right of it, so send a couple troops
down the center area to catch any moving your way. Be careful when
heading for the flag to make sure you have enough AP to reach it,
the enemy tends to hide a unit down in that corner.
Mission 10 - Dept. Store: Can Battle
Enemy Team: Orange Shot
Turns: 20
Units: 4 Player vs 5 Enemy
Comments: Split your troops into pairs and have one pair go up
and right while the other goes down and right. Get each of the cans
along the way to the right side of the map. You may encounter one
or two enemies along the way but keep an eye out for them sticking
a couple in the upper right or middle right rooms to protect their
cans. Trick will join you from Orange Shot upon completing the
mission.
Mission 11 - Battlefield: Can Battle
Enemy Team: Orange Shot
Turns: 18
Units: 5 Player vs 6 Enemy
Comments: Move your army through the center of the map to get the
enemy can in that area. Split up your troops so that the bulk
go for the right center can and a couple head for the bottom right
can as that is where the bulk of enemy units tend to be. Then make
your way up to get the last can.
Mission 12 - Maze: Target Battle
Enemy Team: Bulldog
Turns: 22
Units: 6 Player vs 6 Enemy
Comments: This is a real pain of a map. It's huge and the topography
forces you to move slow by costing more than 1 AP for many of the squares
to move. It's rather difficult to find the enemy units as they spread
out from the room they start at in a hurry. Focus on finding the enemy
Leader otherwise you may run out of turns before completing your
mission. I tend to finding their Leader hiding in the top left corner
of the map behind the room there or wandering around in the center of
the map. He has a high evasion so use the most accurate shots you can.
Mission 13 - River: Flag Battle
Enemy Team: Bulldog
Turns: 22
Units: 5 Player vs 6 Enemy
Comments: The water down the center of the map causes some slow movement
for your troops. Charge straight across in the center and head directly
for the enemy flag, taking out units along the way. There's not all
that much terrain to use to your advantage, so it's more of a rush game
than anything else. Try not to get trapped out in the water under enemy
fire.
Mission 14 - Factory: Rabbit Hunt
Enemy Team: Bulldog
Turns: 25
Units: 3 Player vs 8 Enemy
Hidden Weapon: M134 Vulcan
Comments: This is the first Rabbit Hunt map. Your goal is to survive
all 25 turns, which is no mean feat when the odds are stacked against
you like they are. The easiest way to do this is by the following
method. Take a look at the minimap that you can pull up with the Map
option before starting the battle or during the game in the End Turn
menu. You'll notice an area right of where you start with two lines
of what looks like brown (or perhaps a real pale pink/purple) running
vertically to connect with the white walls near the top and bottom of
the map. That's where you want to go. When the battle begins, move
your men right then up the stairs north of you. Go right some more
and at the next stairs, go down. You're now in a room-like area.
Position your men a bit aways from the stairs and facing towards it as
that's the only way the enemy can reach you to attack. Now pass away
your turns and pick off any guys that wander in to attack you. I
believe I only had one or two of the eight actually make it into that
room.
If you're wish to snag yourself a nifty hidden weapon, get one of
your characters to the very bottom right corner of the map at
X-21,Y-60. A slightly visible chest will be there which contains
the powerful M134 Vulcan. (Information provided by MKendora)
Mission 15 - Office: Flag Battle
Enemy Team: Knight Force
Turns: 23
Units: 5 Player vs 7 Enemy
Comments: Rush your troops up the center corridor of the map. Enemy
units will most likely move across that hall to the room to the right
of where they start and then move down. So when your army gets to the
doorway to the second room from the top right, send a couple in there
to head off the enemy troops and send the rest towards the flag. Don't
bother leaving any to protect your flag and if you're fast enough,
no enemy troops should be able to get into the left side of the map
under where they start so you can ignore that half of the map as well.
Wink jumps ship from Knight Force to join your team.
Mission 16 - Maze: Escape Battle
Enemy Team: Knight Force
Turns: 26
Units: 5 Player vs 8 Enemy
Comments: Maneuver your group of men down the center of the map. When
you start nearing the flag in that large center corridor, start looking
for enemy troops. At the bottom, there's some skulls in the way so you'll
have to go around and down to reach the flag. In the pathways going around
to the flag is where most of the enemy units will be hiding. Also beware
of traps along the way.
Hard
----
Mission 17 - Battlefield: Hamburger Hill
Enemy Team: Jokers
Turns: 25
Units: 5 Player vs 9 Enemy
Comments: This is another Escape Battle type map where you need to reach
the arrival point (flag). Unfortunately, there's 9 enemies standing in
your way. Carefully work your way up, taking advantage of any terrain and
obstacles that you can while picking off enemy troops one by one. There is
probably two to three enemies standing guard of the room containing the flag,
so you'll need to focus a group of men to take care of them and get to the
arrival point.
Mission 18 - Maze: Prisoner Rescue
Enemy Team: Jokers
Turns: 30
Units: 5 Player vs 7 Enemy
Comments: It takes a while to get through this map thanks to the maze
terrain. Several enemy troops like to go to the right of where they start
and move up and around into the room to the right of their starting point
so watch for a group of them that way. The rest will stay in the area near
the prisoner. Make sure to eliminate any enemies near the prisoner before
rescuing him and escorting him back to the flag.
Mission 19 - Office: Can Battle
Enemy Team: Jokers
Turns: 25
Units: 6 Player vs 7 Enemy
Comments: Split your army into two groups and head for the two enemy
cans in the center of the map. They'll send a couple down each the left
and right sides, so be sure to look for them so that you don't get jumped.
Once you get those cans and get rid of those enemies, move for the top of
the map and the other 3 cans. There's probably a sniper up there, so pay
attention and try to get him out of the way quick if you can. There is
also a good chance there's another 2 to 3 units up there helping him out.
Mission 20 - Factory: Escape Battle
Enemy Team: The Monsters
Turns: 25
Units: 5 Player vs 7 Enemy
Comments: I recommend taking the stairs right there where you start
at and following the passageway down towards the flag. The enemy leaves
3-4 men to guard the flag area but it seems they like to send the
rest up the left side which will keep them well out of your way.
Mission 21 - Maze: Flag Battle
Enemy Team: The Monsters
Turns: 28
Units: 6 Player vs 7 Enemy
Comments: Rush all your troops towards the center area of the map. If
you're fast, you'll reach there about the same time that the first of
the enemy troops do. Take out any enemies that wander into that center
area and then go for the flag. You'll find 2-3 enemies remaining to
guard the flag, so do what you can and get to the flag.
Mission 22 - Forest: Battle Royale
Enemy Team: The Monsters
Turns: 25
Units: 5 Player vs 6 Enemy
Comments: This is an annoying map. Movement is slow going and there's
a whole lot of terrain to block your view. Move your army slowly towards
where the enemy started at and you should run into them heading your way.
Take out whatever ones you find and then seek out the last 2 to 3 enemies
near the top left corner either to the very left or very top.
Mission 23 - Battlefield: Rabbit Hunt
Enemy Team: Dark Angel
Turns: 25
Units: 3 Player vs 8 Enemy
Hidden Weapon: Peacemaker
Comments: You're almost done with the game. This is the second of the
rabbit hunt maps. Take advantage of the area you start in to defend
yourself. Oddly enough, I remained in the same spots I started in and
just kept passing turns and beat it without a single enemy unit coming
into sight. If you're willing to risk it, there's a treasure box in the
very top-right corner of the map. Move a character on top of it to
acquire the Peacemaker.
Mission 24 - Dept. Store: On the Roof
Enemy Team: Dark Angel
Turns: 25
Units: 5 Player vs 8 Enemy
Comments: Welcome to the last map which is an Arrival Point map with
a flag at the top right of the map. Dark Angel is a very beefed up
team so be careful. You may want to send your army up near the center
of the map towards the large stairway. You'll find 4 units in that area
who can present some challenge to you. Get them out of the way and then
move left towards the way up. If you look at the starting positions of
the enemy units before the mission, note where enemy units 1 and 2 start
at in a little room. One of them usually comes out of the room to come
fight you while the other remains in the room. The one that remains you
really need to watch out for. He carries a heavy duty machinegun that
can rip your units to shreds easily so you need to try and get the
jump on him. After you take care of him, send what troops you have
remaining up and then right towards the flag. You'll run into another
enemy unit soon after starting to move right while the last enemy unit
hangs out far to the right being a sniper who can take potshots at your
men as they move slowly towards the flag. Good luck.
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VI. Weapons:
===========
When you go into the Outfit screen, you can change each of the unit's
main arms and side arms. As you complete missions, you will acquire
more weapons to add to your arsenal. Each weapon has several stats:
AP - How many action points it takes to do one attack with the weapon
1Shot - How many bullets it can fire in one attack
Capacity - How many bullets it has in a clip before you need to reload
ChargeAP - How many action points is needed to reload the weapon
Weight - How heavy the weapon is (This affects your max AP with higher
weight reducing it)
Range - A graphical view of the range of the weapon and how accurate
the weapon is (ranked A through E) depending on range.
The weapons in this list are listed in order as they are in the game.
Also note that I put an accuracy with the accuracy range of the weapon
based on the range graphic the game shows. Keep in mind that weapons
have varying accuracy depending on how far the target is for you so
weapons that have the same stats listed here can vary quite a bit on
how their accuracy is according to distance (i.e. two weapons may have
a range of 3-5 squares with an accuracy listed as C-E, but one of them
has E accuracy at 3 squares range while the other has C accuracy at
3 squares range).
Sub-Machine Guns:
-----------------
Mauser M712
AP: 2
1Shot: 1-3
Capacity: 20
ChargeAP: 2
Weight: 4
Range: 3-5 squares
Accuracy: B-C
Beretta M93R
AP: 2
1Shot: 3
Capacity: 20
ChargeAP: 2
Weight: 4
Range: 3-5 squares
Accuracy: C-D
Uzi SMG
AP: 2
1Shot: 3-6
Capacity: 25
ChargeAP: 3
Weight: 5
Range: 3-5 squares
Accuracy: C-E
Walther MPK
AP: 2
1Shot: 3-6
Capacity: 48
ChargeAP: 4
Weight: 5
Range: 3-5 squares
Accuracy: C-D
Sterling SMG
AP: 2
1Shot: 3-6
Capacity: 35
ChargeAP: 4
Weight: 5
Range: 3-5 squares
Accuracy: C-E
KG9
AP: 2
1Shot: 3-6
Capacity: 40
ChargeAP: 5
Weight: 5
Range: 3-6 squares
Accuracy: D-E
Ingram M10A1
AP: 2
1Shot: 3-7
Capacity: 30
ChargeAP: 4
Weight: 5
Range: 3-5 squares
Accuracy: C-E
H&K MP5KA4
AP: 2
1Shot: 3-7
Capacity: 20
ChargeAP: 4
Weight: 5
Range: 3-6 squares
Accuracy: C-D
H&K MP5A5
AP: 2
1Shot: 4-7
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 3-6 squares
Accuracy: C
Shotguns:
---------
Shotguns have 2 numbers for the 1Shot stat. The first is
how many bullets is used from the capacity. The second
number is how many hits it can do on an enemy with one
attack. So for a number like 1 <3>, each attack uses
one bullet from your capacity, but can hit an enemy 3 times
as if you shot three bullets separately.
W. Barrel Shotgun
AP: 1
1Shot: 1 <3>
Capacity: 2
ChargeAP: 2
Weight: 5
Range: 2-4 squares
Accuracy: C
Mossberg M500
AP: 2
1Shot: 1 <4>
Capacity: 6
ChargeAP: 3
Weight: 6
Range: 2-4 squares
Accuracy: C-D
Remington M870
AP: 2
1Shot: 1 <4>
Capacity: 4
ChargeAP: 3
Weight: 6
Range: 2-4 squares
Accuracy: C-D
Maverick M88
AP: 2
1Shot: 1 <4>
Capacity: 6
ChargeAP: 3
Weight: 6
Range: 2-5 squares
Accuracy: B-C
Franki SPAS 12
AP: 2
1Shot: 1 <5>
Capacity: 7
ChargeAP: 3
Weight: 7
Range: 2-5 squares
Accuracy: B-C
Assault Rifles:
---------------
M16A1
AP: 3
1Shot: 2-5
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 4-7 squares
Accuracy: C-D
XM177E2
AP: 3
1Shot: 2-6
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 4-7 squares
Accuracy: A,C-D
AK47S
AP: 3
1Shot: 2-5
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 3-7 squares
Accuracy: C-E
Galil SAR
AP: 3
1Shot: 2-5
Capacity: 34
ChargeAP: 4
Weight: 6
Range: 4-7 squares
Accuracy: B-D
FNC
AP: 3
1Shot: 2-5
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 4-7 squares
Accuracy: B-D
L85A1
AP: 3
1Shot: 3-5
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 4-7 squares
Accuracy: B-C
Steyr AUG
AP: 3
1Shot: 2-6
Capacity: 30
ChargeAP: 4
Weight: 6
Range: 4-7 squares
Accuracy: C
H&K G3A4
AP: 3
1Shot: 3-7
Capacity: 20
ChargeAP: 3
Weight: 6
Range: 3-7 squares
Accuracy: B-D
FA MAS
AP: 3
1Shot: 2-6
Capacity: 25
ChargeAP: 3
Weight: 6
Range: 4-7 squares
Accuracy: B-D
Sniper Rifles:
--------------
M1-Carbine
AP: 2
1Shot: 1
Capacity: 15
ChargeAP: 4
Weight: 6
Range: 5-8 squares
Accuracy: A-C
Remington M700
AP: 2
1Shot: 1
Capacity: 5
ChargeAP: 3
Weight: 6
Range: 5-8 squares
Accuracy: A-C
M16A2 Sniper
AP: 2
1Shot: 1
Capacity: 20
ChargeAP: 5
Weight: 6
Range: 4-8 squares
Accuracy: A-D
L96A1
AP: 2
1Shot: 1
Capacity: 10
ChargeAP: 4
Weight: 8
Range: 5-8 squares
Accuracy: A-B
H&K G3 SG-1
AP: 3
1Shot: 1-3
Capacity: 20
ChargeAP: 5
Weight: 7
Range: 5-8 squares
Accuracy: B-C
H&K PSG-1
AP: 1
1Shot: 1
Capacity: 5
ChargeAP: 5
Weight: 7
Range: 5-8 squares
Accuracy: A-B
Machine Guns:
-------------
FN M249 Mini
AP: 3
1Shot: 4-9
Capacity: Infinite
ChargeAP: -
Weight: 8
Range: 3-7 squares
Accuracy: A-E
U.S. M60
AP: 3
1Shot: 4-9
Capacity: Infinite
ChargeAP: -
Weight: 8
Range: 3-7 squares
Accuracy: B-C, E
MG34
AP: 3
1Shot: 5-10
Capacity: Infinite
ChargeAP: -
Weight: 9
Range: 3-7 squares
Accuracy: B-C
M134 Vulcan
AP: 3
1Shot: 7-12
Capacity: Infinite
ChargeAP: -
Weight: 9
Range: 3-8 squares
Accuracy: A-C
Knives:
-------
Rambo Knife
AP: 1
1Shot: 1
Capacity: Infinite
ChargeAP: -
Weight: 2
Range: 1 square
Accuracy: B
Butterfly Knife
AP: 1
1Shot: 1-2
Capacity: Infinite
ChargeAP: -
Weight: 2
Range: 1 square
Accuracy: C
Rambo Knife
AP: 1
1Shot: 1
Capacity: Infinite
ChargeAP: -
Weight: 2
Range: 1 square
Accuracy: B
Gurkha Knife
AP: 1
1Shot: 1
Capacity: Infinite
ChargeAP: -
Weight: 3
Range: 1 square
Accuracy: A
Spetznaz Knife
AP: 1
1Shot: 1-3
Capacity: Infinite
ChargeAP: -
Weight: 3
Range: 1 square
Accuracy: B
Kunai Knife
AP: 1
1Shot: 1-3
Capacity: Infinite
ChargeAP: -
Weight: 2
Range: 1 square
Accuracy: C
Handguns:
---------
Walther PPK/S
AP: 1
1Shot: 1
Capacity: 7
ChargeAP: 2
Weight: 3
Range: 2-3 square
Accuracy: B,E
Browning M1910
AP: 1
1Shot: 1
Capacity: 7
ChargeAP: 2
Weight: 3
Range: 2-3 square
Accuracy: C,E
Beretta M84
AP: 1
1Shot: 1
Capacity: 13
ChargeAP: 3
Weight: 3
Range: 2-3 square
Accuracy: C-D
Luger P08
AP: 1
1Shot: 1
Capacity: 8
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: B-C
Walther P38
AP: 1
1Shot: 1
Capacity: 8
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: B-C
Colt Govt. Issue
AP: 1
1Shot: 1
Capacity: 7
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: A-B
Beretta M92FS
AP: 1
1Shot: 1
Capacity: 15
ChargeAP: 3
Weight: 4
Range: 2-4 square
Accuracy: A-B
Glock 17
AP: 1
1Shot: 1
Capacity: 17
ChargeAP: 3
Weight: 4
Range: 2-4 square
Accuracy: A-C
CZ 75
AP: 1
1Shot: 1
Capacity: 15
ChargeAP: 3
Weight: 4
Range: 2-4 square
Accuracy: A-B
S&W M645
AP: 1
1Shot: 1
Capacity: 8
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: A-B
Browning HP
AP: 1
1Shot: 1
Capacity: 13
ChargeAP: 3
Weight: 4
Range: 2-4 square
Accuracy: A-B
Sig Zauer P220
AP: 1
1Shot: 1
Capacity: 9
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: B-C
H&K P7
AP: 1
1Shot: 1
Capacity: 8
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: B-C
S&W M4504
AP: 1
1Shot: 1
Capacity: 8
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: A-C
H&K USP
AP: 1
1Shot: 1
Capacity: 12
ChargeAP: 3
Weight: 4
Range: 2-4 square
Accuracy: B
Automag
AP: 1
1Shot: 1
Capacity: 7
ChargeAP: 2
Weight: 4
Range: 2-5 square
Accuracy: B-E
Desert Eagle
AP: 1
1Shot: 1
Capacity: 6
ChargeAP: 2
Weight: 4
Range: 2-5 square
Accuracy: C
Remington XP-100
AP: 1
1Shot: 1
Capacity: 1
ChargeAP: 1
Weight: 4
Range: 2-6 square
Accuracy: A-C
S&W M66
AP: 1
1Shot: 1
Capacity: 6
ChargeAP: 2
Weight: 4
Range: 2-3 square
Accuracy: A-B
Colt Python
AP: 1
1Shot: 1
Capacity: 6
ChargeAP: 2
Weight: 4
Range: 2-4 square
Accuracy: A-C
S&W M29
AP: 1
1Shot: 1
Capacity: 6
ChargeAP: 2
Weight: 4
Range: 2-5 square
Accuracy: B-D
Peacemaker
AP: 2
1Shot: 6
Capacity: 6
ChargeAP: 2
Weight: 4
Range: 2-5 square
Accuracy: B-D
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
VII. Rankings:
=============
Upon completing all 24 missions, the game will total up your scores from
all the missions for your final score and then give you a ranking as listed
below. You can load up your save to rechallenge any of the missions to try
and improve your score and ranking.
Rank Score
---- -----
Private 0-59999 points
Corporal 60000-63999
Warrant Officer 64000-67999
Lieutenant 68000-71999
Captain 72000-75999
Major 76000-79999
Colonel 80000-83999
Major General 84000-87999
General 88000-91999
Admiral 92000+
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
VIII. Links:
===========
Kazuhiro's Game Catalog (Entry for BB Gun):
http://www.fuchu.or.jp/~kazuhiro/games/gsInfo.cgi?mac=SFC&gcode=G03079
Aeon Genesis translations:
http://agtp.romhack.net/
The Whirlpool Translation news site:
http://donut.parodius.com
The Worm Hole (my website):
http://xanathis.cherryroms.com
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
IX. Copyright:
================
This FAQ is ©2004 Xanathis. Websites are free to
display/distribute this on their site as long as:
1. It is not done for commercial gain
2. It is fully intact with proper credit given
3. It is not claimed as your own work