FAQ/Walkthrough by MikePenance

Version: 1.0.1 | Updated: 01/20/14 | Printable Version

                                ALIEN STORM (SMS)
         FAQ/Walkthrough (C) 2014 Mike Penance (mikepenance@yahoo.co.uk)
                                V E R S I O N   1.0.1
                     Last Updated:  January 20, 2014  15:32

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    1.....Introduction [01.00]
    2.....Walkthrough [02.00]
            - Mission I
            - Mission II
            - Mission III
            - Mission IV
    3.....Frequently Asked Questions [04.00]
    4.....Credits and Outro [05.00]

 In this update: Corrected some spelling/grammar errors.

      Introduction                                                   01.00

     Forecast: Cloudy with a chance of an Alien Storm.  A somewhat lacklustre
port of a pretty great game, if truth be known.  If you're a fan of the
original version of Alien Storm, you may well want to check it out, as it's
almost completely removed from the version you've played.  Go on, you might
find something you like.

     Walkthrough                                                     02.00

     While the moves at your disposal are very limited, they're also massively
important.  Button 2 will cause your chosen character to break into a short
roll.  While rolling, you're immune to damage and will pass through enemies.
While rolling, pressing Button 1 will perform a quick-roll.  The quick-roll,
while granting the same level of protection as the regular roll, will send you
much further, allowing you to pass through larger enemies or through groups of
enemies unscathed.  Pressing both buttons together will activate a special,
consuming a portion of your energy gauge, and killing every non-boss enemy on
the screen.

     Mission I                                                       02.01

 === Stage 1 ===

     The pizza-like enemies you see before you can only harm you by virtue of
touching you.  They don't move particularly fast or well, and you can kill them
with one hit.  Actually, you can kill most enemies in one hit.  The Slugs that
follow are at least twice as quick and have a projectile attack.  If you see
one shoot at you, roll through the projectile and smack them before they get a
second chance.

When a Slug dies, it will often leave behind a smaller, winged enemy.
They pose no threat, and when defeated, will drop either an E (energy) or an L
(health).  Between here and the end of the area, you'll encounter a lot of
Trash Snails mixed in with the Slugs.  Trash Snails are essentially Slugs with
a trash can shell and an inability to shoot projectiles.  They're slightly
quicker, too.

 === Stage 2 ===

     Keep the reticule in the bottom-middle portion of the screen.  The grey
aliens that appear from the aisles in the centre of the screen throw tiny
mouths at you, which are just a bit annoying to hit when you have two of the
things shooting at you.  The green Claws can take the back-seat in your
attention car, as the orange ones are much deadlier.  Orange Claws will appear
from either the bottom-left or bottom-right side of the screen, slashing at
you (left first, then right), and they're damn quick at it.

Occasionally, the green Claws will spit at you, but you don't need great
reaction time to be able to shoot their projectiles down.  When the screen
stops scrolling for the first time, you can find two L by shooting the top-left
aisle.  The large alien that appears at the end doesn't really do anything, but
once you've killed it, the stage will end.

     Mission II                                                      02.02

 === Stage 1 ===

     After the first wave of pizza-like aliens, you'll get to meet the Claws up
close.  The first one is actually disguised as the civilian that runs past you.
Claws only have one attack, and that's to hop into you.  Rather sickeningly,
it's actually surprisingly effective.  When a Claw leaps, you can step back a
bit and hit them.  If there's more than one near you, quick-roll away.  It also
helps if you put yourself on another plane, as that forces them to walk, rather
than hop, into range.

You won't encounter them in groups larger than three here, but they'll be
mingling with the usual suspects from now on, which is why you really need to
drop them first.  If you feel like using your specials, there are worse places
to use them than when a pack of Claws show up.  When you reach the subway,
that's when you know you're at the end of the area.

 === Stage 2 ===

     Your first running section of the game doesn't offer a great challenge.
Actually, it doesn't offer any challenge.  You can emerge from it unscathed
simply by tapping the fire button.  Any alien here that's fond of darting about
(primarily the grey ones) will happily do it right into your line-of-fire.

 === Stage 3 ===

     Claws are, well, everywhere here.  Case in point, as soon as the stage
starts, you'll be jumped by three of them.  As you approach the electronics
store, you'll face ten of them back-to-back, some of which are purple.  Oh, the
horror of purple.  Purple Claws, while behaving no differently to their green
brethren, do more damage.  After the wave of Trash Snails, you'll have to face
down five or so more before the stage ends.

 === Stage 4 ===

     Like last time, your best bet is to keep the reticule at the bottom and in
the middle of the screen, as that's the only way you can intercept the orange
Claws when they appear.  They only appear four times, so once they're gone, you
can focus on the green ones, the green ones that have gotten a little too
projectile-happy for their own good.  They're still not as annoying as the
little grey aliens that spit the faces, though, so give more attention to
those.  There's more than one of the large 'boss' aliens in this stage, three
to be exact.  They still do nothing, and the stage will end once the last one
has been killed or has left the screen.

     Mission III                                                     02.03

 === Stage 1 ===

     This stage throws two new enemies at you: Worms and Jelly-Men.  Worms are
small, well, worm-like creatures that essentially act as Claws lite.  When they
get close, they'll leap at you, but they cover slightly less distance than a
Claw, making them far less annoying.  Jelly-Men are the ugly-looking purple
things with tentacles.  Their only attack is to whip at you with said
tentacles, but their range is shorter than yours and they're pretty slow.
Both Worms and Jelly-Men may not pose much threat, but they offer maximum
reward, as more often than not, they'll drop an item container.

With the exception of the first one that turns into a Claw, every changeling
will turn into a Jelly-Man.  Once you see the first one change into a Jelly-
Man, expect the next batch to arrive in the next wave.  And speaking of Claws,
they still form the brunt of the enemy force, sadly.  Once you've reached
warehouse 06, you'll be confronted by, not a word of a lie, an actual boss.


 Other than being really ugly and rather large, it has no active form of
 attack, making it really quite easy to beat.  You can either drop three
 specials on it for a quick kill, or you can attack it as it approaches, then
 roll right through it.  Just a regular roll, mind you, as a quick-roll will
 put you too far away from it.  If you find yourself in a corner, that's when
 you'll need to quick-roll.

 === Stage 2 ===

     As a departure from the previous shooting stages, the top of the screen is
where you need to keep the reticule.  The Spiky Worms will drop down two or
three at a time, bounce once, then spring towards you.  By keeping the reticule
at the top, you can just sweep across and quickly dispatch them just after the
bounce.  The little grey aliens that spit faces at you are still present, but
they're the lesser of two evils.  Blobs will appear periodically across the top
of the screen, but they don't really do anything.

 === Stage 3 ===

     This running section plays out exactly like the last one.  You don't need
to move or jump or do anything that requires more effort than mashing the fire
button.  Nothing will hurt you, nothing will ever come close.

 === Stage 4 ===

     This boss is more boss-like than the last one, thankfully.  Wait for it to
approach you and fire its lightning once.  After which, get as close as you can
to it and roll.  Normally, you'd come up short and take a hit, but the boss is
constantly moving forward, so you'll emerge unscathed.  It won't turn around
immediately, as it prefers to fire a bolt of lightning in the wrong direction
first.  This gives you time to land a couple of hits and get ready for when it
does turn around.  It's simply a case of repeating that until it gets bored and
dies.  Once it's dead, five item containers will fly onto the screen and give
you something nice.

     Mission IV                                                      02.04

 === Stage 1 ===

     The part before the bridge plays out like the other running stages: keep
firing and don't move.  After the bridge, the alien mothership will come into
view.  To end the stage, just keep shooting it.  You still don't need to move
at all, but you will have to jump the caltrops it leaves behind.

 === Stage 2 ===

     Before you can get inside the ship, you'll have to deal with the waves of
enemies that come spilling out.  There are five waves.  Between each wave,
you'll be asked to scroll the screen slightly to start the next one.  The first
wave consists of two Slugs and three Claws, the next two waves of two Slugs and
three purple Claws, and the fourth wave of six Jelly-Men and three purple
Claws.  The fifth wave pits you against the boss from 3-1, the fight being
identical to the one previous.

 === Stage 3 ===

     Welcome to the hardest stage in the game.  Here, you'll encounter just
about every enemy you've previously faced, including out-of-place Trash Snails.
On top of that, there's one new hazard, and two new and very nasty enemies to
contend with.  After the first set of Trash Snails, you'll encounter the new
hazard - floor spikes.  Floor spikes will appear from the holes in the floor,
dealing reasonable damage should they hit you.  After a few cycles, the spikes
will permanently retract, limiting their threat massively, as you can just wait
for them to stop.

After the Claw/Jelly-Man team-up, you'll be introduced to the first of the
enemies I mentioned - the Hopper.  Hoppers are kangaroo-like creature, moving
about the stage quickly and erratically.  On top of the high damage they do
from touching you, they back it up with a projectile attack.  At close-range,
you'll have time to change planes to avoid it, then head back up to smack it

Dealing with them one-on-one would be nice, because despite their speed,
they're still pretty easy to keep your distance from with the roll.
However, you're faced with a good fifteen in short order, and they're at least
twice as durable as every other enemy you've faced.  Don't be afraid to use
your specials.  While it may not make you feel massively better, they will
occasionally drop health.

With the green ones out of the way, yeah you saw it coming, you'll be attacked
by purple ones.  Following the whole purple theme, they're the same as the
green ones but they do more damage.  There are nine of them, and if you can
save at least one special, it would help greatly.  Either conserve your energy
for the purple ones or conserve your life while fighting the green ones, your
choice.  Personally, I find the latter to be the better plan.  Once they're
gone, you'll be given the choice of two doorways, each leading to a different
boss.  The door on the left will take you to Stage 4, while the door on the
right will take you to Stage 5.

 === Stage 4 ===

     When you see the boss stop, that means it's going to attack with the fist
awkwardly situated in its stomach.  Your maximum range just exceeds the range
of the fist, but once you see the boss stop, it'll already be too late for you
to take a step back.  If you pre-empt it, you can get some free damage, but
it's far better to roll through the boss and shoot it in the back while it's

 === Stage 5 ===

     The boss floats backwards and forwards rather slowly, periodically
creating small explosions at either side of it.  It has to stop when it does
this, which is what provides you with your opening.  Hang back just outside of
your maximum range and wait for the second explosion on your side to finish,
then move in and land a couple of hits.  If it pins you in the corner, you'll
have to quick-roll through it, but until then, just settle for rolling away
from it.

 === Stage 6 ===

     The final boss is sitting in the background, and it doesn't really do
anything.  Providing you shoot it enough, it's possible for the stage to end as
soon as the fourth large alien is dealt with.  If you can't do that, the stage
will just loop until you have.  Unlike your previous escapades in shooting
things, the orange Claws will always appear on the right side of the screen,
which yes, necessitates that you keep the reticule at the bottom of the screen.
There's an infinite amount of them, so respite is out of the question.

Green Claws again make up the majority of the enemies on the screen, but this
time they're joined by purple Hoppers.  Both the Claws and Hoppers will fire
off an opening salvo at you in the first few seconds of the stage, but after
that, they'll generally behave.  Hoppers are more inclined to shoot at you if
you find yourself having to continue.  If you should suffer too much, one L can
be found inside the bottom-left console, while two can be found in the bottom-
right console.

      Frequently Asked Questions                                     03.00

 === General Questions ===

 Q: What's the difference between this and other versions?

 A: Firstly and least importantly, depending on the version and localisation,
    the names of the main characters are different.  We have Gordon and Slammer
    in this version, but they're also known as Garth and Scooter in some
    versions.  Absent from the roster is Karen (also known as Karla), who would
    have used the Fire Blazer instead of Gordon.

    In terms of gameplay, characters can't sprint by double-tapping a
    direction, nor can they jump.  This results in the removal of a dash attack
    and a running flip attack.  Rolls only have invincibility frames in the
    Master System version, but the other versions have a hit-box on the quick-
    roll, allowing you to knock enemies down.  Attacking in the Master System
    version won't decrease your energy bar like it does in every other version.
    The arcade version supports three characters on-screen at once, while the
    Mega Drive/Genesis version supports two, and the Master System only one.

    The number of available enemies have been cut down, and most of those that
    have survived have been quite badly altered (for example, Trash Snails look
    different in other versions and have a throw attack), and the levels are
    essentially completely different (though some can't help but be similar,
    such as the one outside of the downed ship).  The Master System version has
    the same number of levels as the arcade version, but two less than the Mega
    Drive/Genesis version.

 Q: What's the difference between characters?

 A: Other than appearance, nothing.  They both have different specials, though,
    but they have an identical effect on gameplay.  Gordon has the Ballistic
    Missile, while Scooter has the Self-Destruct.

 === Questions About This Guide ===

 Q: Can I use your guide on my site?

 A: As of this moment, no you cannot host my guide.  Why?  Because I believe
    that the number of sites that I'm allowing to host this guide is enough,
    enough to keep track of and enough to provide adequate distribution to you,
    the wonderful FAQ-reading public.

 Q: I have this guide, would it be okay if I used a part of yours?

 A: *Chokes* part of mine?  What would be the point of that?  You can use my
    guide as reference for all the things that I can't own (i.e. facts), but
    you can't go lifting entire paragraphs, even if you credit me for it.
    Just read the copyright notice at the top of this guide, and then think
    twice before 'borrowing' anything from me.

 Q: If I've found something that you were too stupid to include, or something
    that you've missed, what should I do?

 A: You could take it, turn it sideways and shove it... *ahem* just drop me
    a line and tell me in exact detail as to what it was that I screwed up on
    or missed out.  If you can help me to make this guide more accurate, youll
    win a cookie, a kudos cookie (great on calories, lousy on taste).

      Credits and Outro                                              04.00

     The Alien Storm has been reduced to a minor drizzle, and the world has
been saved.  On the down side, it's now littered with a million alien corpses,
and you've perpetrated enough collateral damage to destroy the economy.
Well, anyway, the time is upon us again, so please, if you're the last one to
leave, remember to turn off the lights.

 === Special Mentions and Thanks ===

  The layout of this guide is based upon the layout used by Dalez in his Breath
    of Fire IV guide [http://www.gamefaqs.com/features/recognition/2741.html].

     If for some strange reason, you would actually like to thank me, feel free
to pay me a visit and leave a comment [http://mikepenance.tumblr.com] and
pledge to serve as my vassal - too far?  Well, just sign it and leave out the
"serving me for all eternity" bit (if you like).

No, Mr. President, they have no idea of my true identity.  Yes, Mr. President,
it all went according to plan.  Shall I continue with the second phase of the
operation?  Yes, sir, understood.

     Alien Storm (C) 1991 SEGA Enterprises Ltd.
          Alien Storm - FAQ/Walkthrough (C) 2014 Mike Penance