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    Zapper Games FAQ by SpoonDog

    Version: 0.90 | Updated: 05/20/00 | Printable Version | Search Guide | Bookmark Guide

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