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    FAQ by Raging_DemonTEN

    Version: 1.1 | Updated: 10/05/02 | Printable Version | Search Guide | Bookmark Guide

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                            THUNDER & LIGHTNING FAQ
    
                   Author......................Raging_DemonTEN
                   Console.....................Nintendo Entertainment System
    
                     "THUNDER & LIGHTNING" Copyright 1990 Romstar
                     FAQ Copyright 2002 Raging_DemonTEN
    
                  E-Mail Address..............eagle25_100@yahoo.com
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                                 ___________________
                                (  Version History  )
                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                         Version 1.1 - New Format
                                       Corrections Made
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         This FAQ is copyrighted by Raging_DemonTEN in the year 2002. It is
    for private use only, and cannot be reproduced or sold without strict
    permission from the author. Permission can be asked for by e-mailing me
    with the title "T&L Permission" at: eagle25_100@yahoo.com.
    
        This FAQ is only allowed on the following site(s). If you find it on
    any other sites, please e-mail me at eagle25_100@yahoo.com to report this
    and help me prosecute the thief under copyright law:
    
        GameFAQs           - www.gamefaqs.com
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                                 _____________________
                                (  Table Of Contents  )
                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
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             |                                                            |
             |        1)................| Introduction                    |
             |        2)................| Overview And Controls           |
             |        3)................| Power-Ups And Enemies           |
             |        4)................| Round Guide                     |
             |        5)................| Tips                            |
             |        6)................| Expanded Version History        |
             |____________________________________________________________|
    
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                                 1. Introduction
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         I'm sure everyone has played Breakout at one point in their lives. It
    was a very popular game, and still is. Unfortunately, like most good ideas,
    everyone has to milk it for all it's worth, and countless knockoffs come out
    to try to top it. This game is one of them. Except, you can actually see a
    guy moving the little paddle the bounces the ball, much like the NES game,
    Pinball. It is one of the better Breakout clones, however, and can be
    beaten, so I made this guide to help out a bit. Enjoy!
    
    
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                             2. Overview And Controls
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         Apparently, a gourmet food lover named Mr.Chin, in his search for only
    the greatest delicacies, awakened the Thunderwarrior by mistake. So, for
    punishment, Mr.Chin must use the Demoeball and a stick to get through 30
    Walls Of Regret. In other words, just play Breakout like you normally would,
    but this one has a limited amount of levels.
    
    Controls
    ++++++++++
    
    D-Pad    - Moves Mr.Chin left and right
    A Button - Releases the ball at the start of a Wall, or when you have the
               Glove power-up
    B Button - Hold down this button and the D-Pad to make Mr.Chin run faster
    START    - Pauses the game
    
    
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                              3. Power-Ups And Enemies
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         To receive power-ups, you must hit the vehicles that pass through your
    screen from time to time with your Demoeball. There are three types of
    vehicles: a submarine, a jet plane, and a spaceship. Everytime you hit the
    vehicle, it drops one of the power-ups below:
    
    Power-Ups
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    o Glove
      - Everytime the ball touches your paddle, it sticks to it, giving you a
        chance to aim the ball where you want. Just press A to launch the ball
        again.
    
    o Missile
      - You can press the A Button to fire missiles at the blocks to destroy
        them along with the Demoeball. If you pick up two Missle power-ups, you
        can fire two missiles. Best power-up in the game, in my opinion.
    
    o Slow
      - Slows the speed of the Demoe Ball. Picking up two of these brings it to
        a crawl. Also, picking up this power-up after you pick up a Multi-Shot
        power-up will slow all the balls, but won't if you pick it up after.
    
    o Big
      - Makes the Demoe Ball, ummmm "big", which gives it the ability to go
        through ANY block, including the invulnerable ones. However, the ball
        gains some speed.
    
    o Long
      - Increases the length of the stick Mr.Chin is carrying. No, not that one.
        Get your mind out of the gutter, you pervs.
    
    o 1-Up
      - Gives Mr.Chin an extra life
    
    o Three-way Multi-Shot
      - The ball splits into three seperate balls. This power-up is a lot better
        than the Six-Way because it constantly splits, even if you lose a ball.
        For example, let's say you lose two balls. If you hit the last ball, it
        will split, giving you three again, for as long as the power-up lasts!
    
    o Six-way Multi-Shot
      - The ball splits into six seperate balls
    ____________________________________________________________________________
    ____________________________________________________________________________
    
    == Sea Anemone ==
    
       Appears On Levels: 1 -
       Description: If the Sea Anemone catches the Demoe Ball, it will turn it
                    into two smaller Demoe Balls. The smaller Demoe balls will
                    be returned to normal size if you pick up any other power-up
                    except Long,Missile, or 1-Up
    
    ----------------------------------------------------------------------------
    
    == Octopus ==
    
       Appears On Levels: 2 -
       Description: If you hit the upside-down vase on some levels, an Octopus
                    will come out and try to latch on to your stick. If it does,
                    it will weigh you down and make you move slower. You can get
                    rid of the Octopus by hitting it with the Demoe Ball.
    
    ----------------------------------------------------------------------------
    
    == Turtle ==
    
       Appears On Levels: 3 -
       Description: Turtles walk down from the top of the screen and become
                    more blocks for you to destroy. The levels that Turtles
                    appear on will not end until all Turtles are destroyed. You
                    almost need the Missile power-up to end the level.
    
    ----------------------------------------------------------------------------
    
    == Bird ==
    
       Appears On Levels:
       Description: Birds will just stand around until you hit them with the
                    Demoe Ball. Once you do, they go beserk and destroy every
                    block in sight. Why they are considered an enemy is beyond
                    me. Hit them as many times as possible to end levels quickly
                    However, they disappear for a bit after you hit them three
                    times.
    
    ----------------------------------------------------------------------------
    
    == Thunderwarrior ==
    
       Appears On Levels:
       Description: The Thunderwarrior, like the Bird, will remain motionless
                    until you hit him with the Demoeball. Once you do, he will
                    destroy blocks like the Bird, but also shoot down lightning
                    to paralyze you and preventing you from reaching the ball.
                    Hit him three times, and he blows up, destroying a LOT of
                    blocks. Very useful.
    
    
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                                   4. Round Guide
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    + Round 1 +
    
      Enemies:       Sea Anemone
      Power-Up Ship: Submarine
      Strategy:      No tough blocks around, all one-hitters. I use the two Sea
                     Anemones in this level since you have a lot of room to
                     richochet and an easy to hit Submarine.
    ____________________________________________________________________________
    
    + Round 2 +
    
      Enemies:       Octopus
      Power-Up Ship: Submarine
      Strategy:      The only tough blocks to get to are those behind the vase
                     in the middle. Multi-ball power-ups work well, and so does
                     the Missile power-up.Remember you have to hit the Octopus
                     with the ball if its on your stick, not just hit the stick
                     with the ball.
    ____________________________________________________________________________
    
    + Round 3 +
    
      Enemies:       Turtle
      Power-Up Ship: Submarine
      Strategy:      Turtles are definetly the worst enemy to face, since they
                     respawn so quickly and the level doesn't end until you have
                     defeated them all. This level has an easy layout, though,
                     so you have a clear shot with the Missile everywhere. Just
                     keep on hitting the Submarine until you get the Missile
                     power-up, and then just blast away.
    ____________________________________________________________________________
    
    + Round 4 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      When you start out, move Mr.Chin over to the right as far
                     as possible, then launch the ball. Watch the ball wipe out
                     the entire board without you doing anything else. However,
                     if it does come back down, just do the normal Breakout
                     thing.
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    + Round 5 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      Since the Spaceship only stays on the left side of the
                     screen, I aimed there first for an early bid at a power-up.
                     The Missile works well, and Big does of course. Watch for
                     the blocks right next to your stick, as the ball bounces
                     back fast and close to you.
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    + Round 6 +
    
      Enemies:       Bird
      Power-Up Ship: Jet Plane
      Strategy:      Since this is your first Bird level, I'll give you the
                     strategy to use in all bird levels: aim for the Bird, then
                     just keep the Demoeball afloat. The Bird does most of the
                     dirty work for you, so all you have to do is hit a few
                     blocks after its done. Also, using the Bird has no
                     reprucussions like the Thunderwarrior has, so feel free to
                     hit it as many times as possible. Watch out for cloud cover
                     , which hides your ball if it passes behind a cloud.
    ____________________________________________________________________________
    
    + Round 7 +
    
      Enemies:       Thunderwarrior
      Power-Up Ship: Jet Plane
      Strategy:      This level can take a while with so many three-hit blocks,
                     so it's time to use the Thunderwarrior to your advantage.
                     Using multi-ball power-ups, you can hit the Thunderwarrior
                     three times quickly, and watch him explode without you not
                     being able to reach at least one of the Demoeballs. So the
                     strategy is: get multiple balls, nail Thunderwarrior with
                     them. Simple enough, eh?
    ____________________________________________________________________________
    
    + Round 8 +
    
      Enemies:       Bird
      Power-Up Ship: Jet Plane
      Strategy:      There are only 12 blocks to destroy on this level, but they
                     are surrounded by unbreakable blocks. Hit it up the right
                     side to start out the level and hit a few blocks on the top
                     Also, you might pick up a useful power-up. Next step is
                     hitting the Bird. Once you get him, the level is pretty
                     much done.
    ____________________________________________________________________________
    
    + Round 9 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      First thing to do is aim for the two blocks blocking the
                     passageways up to the top of the level. If they are there,
                     they might send the ball careening off somewhere you don't
                     want it to. Once you get rid of them, shoot your ball to
                     the top and watch them work from the top down.
    ____________________________________________________________________________
    
    + Round 10 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      Shoot it up either the left or right side, and just keep
                     it afloat long enough for it to destroy every block. There
                     isn't any challenge here, so just warm-up for the next
                     level.
    ____________________________________________________________________________
    
    + Round 11 +
    
      Enemies:       Sea Anemone
      Power-Up Ship: Submarine
      Strategy:      When you start out, there is a solid bar of one-hit blocks
                     right in front of you. I say fire away right away, and just
                     try to control it enough so you can get rid of the bar.
                     While not difficult, there are a lot of blocks to break,
                     and you will hit the numerous Sea Anemones once or twice. I
                     also got stuck on this level a few times, so you might need
                     to hit Reset X|
    ____________________________________________________________________________
    
    + Round 12 +
    
      Enemies:       Octopus
      Power-Up Ship: Submarine
      Strategy:      Only 12 blocks to hit, but they are protected by three
                     Octopus Vases. Multiple Octopi can latch on, so multi-balls
                     might not be the best idea, unless you want to risk the
                     Three-Way and hope one gets stuck at the top permanently.
                     A better strategy would be to use Slow or Big, of course,
                     and use the walls to aim the ball above the Vase but into
                     the blocks its guarding. If you are lucky, the ball will
                     bounce off the Vase once inside, clearing all the blocks,
                     but releasing an easy to destroy Octopus. Just repeat for
                     all three.
    ____________________________________________________________________________
    
    + Round 13 +
    
      Enemies:       Turtle
      Power-Up Ship: Submarine
      Strategy:      Hit the Submarine until it gives you a Missile power-up.
                     Shoot until all blocks and turtles are destroyed. Simple
                     enough, eh?
    ____________________________________________________________________________
    
    + Round 14 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      The Power-Up Ship is easiest to hit on this level, so aim
                     for that before anything else. Every power-up is helpful
                     on this level except for Missile, so just use what you get.
                     If you don't like it, go for a better one. Since the
                     one-hit blocks are protected by the three-hit ones, Big and
                     Three-Way work well to get rid of them, and Six-Way and
                     Long to finish it up.
    ____________________________________________________________________________
    
    + Round 15 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      The whole level alternates between unbreakable blocks and
                     three-hit blocks, so you have your work cut out for you.
                     The Spaceship can't be hit until you get inside the outer
                     layer, so shoot the ball constantly up the sides so it
                     goes quicker. If you can pick up enough speed, the ball
                     will knock out three-hit blocks as if they were one. Once
                     you get through the outer layer, hope it hits the Spaceship
                     or just take your time and destroy all the blocks.
    ____________________________________________________________________________
    
    + Round 16 +
    
      Enemies:       Thunderwarrior
      Power-Up Ship: Jet Plane
      Strategy:      You should probably forget about getting a power-up on this
                     level, since the Jet Plane is all but hidden at the top of
                     the screen. You also will have trouble shooting it up the
                     sides, since there are two unbreakable blocks on either
                     side. Instead, concentrate on hitting the Thunderwarrior
                     as soon as possible. When the ball goes near him, move so
                     you don't get hit by his lightning bolt. You should only
                     need him to go nuclear once or twice to end the level.
    ____________________________________________________________________________
    
    + Round 17 +
    
      Enemies:       Bird
      Power-Up Ship: Jet Plane
      Strategy:      Of course, aim for the Bird to quickly end the level. Be
                     extra careful on this level, however, since there is tons
                     of cloud cover and it is pretty easy to lose sight of your
                     ball in it.
    ____________________________________________________________________________
    
    + Round 18 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      Yuck. This level is a pain since all the blocks that are
                     breakable are protected by unbreakable except for one
                     opening. Also, the ball travels FAST in this level, so you
                     might lose a life or two. Anyways, a good power-up is key
                     to this level, so that's the only advice I can give you.
    ____________________________________________________________________________
    
    + Round 19 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      This level is a nice break from the previous one. There
                     are no direct hits, so a Missile is useless. Instead, use
                     Three-Way, as it inflicts a lot of damage in a short period
                     of time. Soon enough you'll break through and end another
                     level.
    ____________________________________________________________________________
    
    + Round 20 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      Don't launch your ball into the middle mass of blocks, as
                     you will quickly lose control of the Demoeball. Instead,
                     launch it into the space to the left or right of it, and
                     try to get it to hit the two three-hit blocks. Once you get
                     beyond those two blocks, the rest of the level is cake.
    ____________________________________________________________________________
    
    + Round 21 +
    
      Enemies:       Sea Anemone
      Power-Up Ship: Submarine
      Strategy:      This one is tough. VERY tough. Since you are dealing with
                     so many Sea Anemones, you will eventually have to squint
                     your eyes and try to track little balls. I found the Six
                     Way Power-Up works great, because they soon become twelve
                     and clear the board. Otherwise, concentrate on working from
                     the bottom up, as there are more Sea Anemones at the top
                     which can mess you up quickly.
    ____________________________________________________________________________
    
    + Round 22 +
    
      Enemies:       Octopus
      Power-Up Ship: Submarine
      Strategy:      Three Octopus Vases equals lots of trouble. You DON'T want
                     multi-ball power-ups, as they will royally mess you up.
                     Ball control is key, and a little luck with the Big
                     power-up too. I try to aim to get the Demoeball to the top
                     of the screen. However, attacking it head-on works also.
    ____________________________________________________________________________
    
    + Round 23 +
    
      Enemies:       Turtle
      Power-Up Ship: Submarine
      Strategy:      First off, you WILL need to get both the Big power-up and
                     the Missile power-up to end this level. Turtles will appear
                     much too fast for you to end this level with just the
                     Demoeball. You need to grab the Big first, and clear out
                     all the unbreakable blocks that are preventing you from
                     shooting the Turtles. Once you do that, aim for the Sub and
                     wait for the Missile. Once you get it, start shooting.
    ____________________________________________________________________________
    
    + Round 24 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      When the level starts, DON'T move Mr.Chin. Instead, launch
                     right away. This should get your ball up in the very small
                     space provided. It will also hit the Spaceship, which can
                     make or break this level. Get a Missile or Long, this level
                     is over. Anything else, you might have a chance. Once the
                     Demoeball falls back down the hole, you're going to have a
                     heck of a time getting it back up. Just be patient.
    ____________________________________________________________________________
    
    + Round 25 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      Like the last level, ball control and a little luck is key.
                     Aiming it up the right side like you want to is a bad idea,
                     since the ball picks up way too much speed when it comes
                     back down. Instead, concentrate on eliminating the blocks
                     on the bottom first. Once you've done that, going up the
                     right side is fine, and it will probablt finish the level
                     for you while its up there.
    ____________________________________________________________________________
    
    + Round 26 +
    
      Enemies:       Bird
      Power-Up Ship: Jet Plane
      Strategy:      These levels are so easy. Just aim for the Bird, and watch
                     the chaos ensue. There really isn't an easier way.
    ____________________________________________________________________________
    
    + Round 27 +
    
      Enemies:       Thunderwarrior
      Power-Up Ship: Spaceship
      Strategy:      Oh so much cloud cover in this level, so following the ball
                     is tough. Aim for the spaceship up in the right corner, and
                     perhaps get something to help you out, like Slow. Then, aim
                     for the Thunderwarrior and watch for the lightning bolts.
                     If he starts going crazy too much, keep aiming at the
                     Spaceship until you get Slow, which is a huge help here.
    ____________________________________________________________________________
    
    + Round 28 +
    
      Enemies:       Thunderwarrior
      Power-Up Ship: Jet Plane
      Strategy:      All three-hit blocks. Yikes. Aim it up the right side,
                     watch it hit everything, then hit it back up until you have
                     severly damaged the outside shell. Then, it's time to aim
                     for the Thunderwarrior again, three times. We are hoping
                     for him to go nuclear. If he does, pat yourself on the back
                     If he doesn't, try again. He will eventually.
    ____________________________________________________________________________
    
    + Round 29 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      This one is more dangerous full of blocks than empty, as
                     the speed the ball can reach richocheting off all those
                     unbreakable blocks is astounding. Try to stay near the left
                     side as the right one has unbreakable blocks very close to
                     the bottom. Aim towards the middle and hope it gets stuck
                     there, and maybe hits the Spaceship too ;)
    ____________________________________________________________________________
    
    + Round 30 +
    
      Enemies:       None
      Power-Up Ship: Spaceship
      Strategy:      Ahhh, the spiral into infinity. What a fitting ending. All
                     one-hit blocks. This level should be a cakewalk. Just do
                     what you do best, and watch all the blocks fall before your
                     skill. Hit the Spaceship if you want to end the level
                     quicker. Me, I wanted to savor the victory :)
    ____________________________________________________________________________
    
    
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       5. Tips
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    - Try to get the ball to bounce to the top of the screen. Once there, it
      will slowly make it's way downwards, eliminating a lot of blocks in its
      path.
    
    - Every level has a different theme and obstacle in it. Learn the obstacle,
      and learn to use it to your advantage.
    
    - The Missile is your friend for the first 15 levels, the 3-Way Shot for the
      last 15.
    
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       6. Expanded Version History
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                         Version 1.0 - FAQ Completed
    ____________________________________________________________________________
    
          Yet another amazing FAQ from Raging_DemonTEN. If you have any
    questions, comments, or something game-related I don't know about, please e-
    mail me at eagle25_100@yahoo.com.
    ____________________________________________________________________________
                                                        (c) 2002 Raging_DemonTEN