Wed, 15 Mar 2000 20:45:57 -0500 (EST) ###### ### # # ### ######### # ### ## ############ # # # ### ##### ### #### ### #### # #### #### ## ###### ##### ## ## ### ###### ###### ## # # ## ### ### #### ### ### ### ## ######## ## ## ### ## ## ### ## ## ## ### ### ######## ## #### #### ## ### ### ## ## ### ## ### ####### ## ########## ###### ### ## ## #### ## ### ## ###### ## ## ### ### ## ### ## ## ####### ### ##### ###### ## ## # ## ## ## ### ## ## ## #### ## ### ############ ## ## ## ## ######## ## ## ## ### ####### ######### ## ## ## ## ###### ### ### ## ##### BART VS. THE SPACE MUTANTS FAQ version 1.00 by Wilson Lau <firstname.lastname@example.org> for NES and all other versions Copyright © 2000 Wilson Lau This FAQ is best viewed in Courier, 10 point font. This FAQ may be distributed FREELY so long as it remains unaltered AND is the latest version (see below for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. The Simpsons: Bart vs. the Space Mutants is copyright © 1991 Acclaim Entertainment Inc, copyright © 1992 Flying Edge Inc. ----------------------------------------------------------------------------- You may find this FAQ and all future revisions at: ----------------------------------------------------------------------------- Dark Toshi's Home Page (me) www.geocities.com/TimesSquare/Realm/4610/ GameFAQS www.gamefaqs.com ----------------------------------------------------------------------------- CREDITS ----------------------------------------------------------------------------- Gamesages <http://sages.ign.com/> NES Game Genie codes Nes Manual Story, some monster names, some tips Nintendo Power vol. 25-27,31 Hat room, tent warp, candy ride, magnet trick, Kwik E Mart 3-up, Key warp, whistle trick Video Game Strategies <http://vgstrategies.about.com/> Genesis Game Genie Codes ============================================================================= CONTENTS ============================================================================= I. Faq History II. Story III. Controls IV. Gameplay V. Bart's Arsenal VI. Friends and Foes VII. Walkthrough VIII. Tips and Codes IX. Credits X. Disclaimer ============================================================================= I. FAQ HISTORY ============================================================================= Version 1.00 (03/15/00) Initial release ============================================================================= II. STORY ============================================================================= Hello, fellow humans! Bartholomew J. Simpson here, with a very important secret: SPACE MUTANTS ARE INVADING SPRINGFIELD! That's right, man! A buncha slimy, horrible, totally gross and putrid monsters are taking over the bodies of the people who live here and they wanna build a weapon that's gonna take over the entire planet! Pretty cool huh? Anyway, yours truly is the only one who can see 'em 'cause of my X-Ray glasses - so it's up to me to stop 'em! I've gotta spraypaint things, get radical on my skateboard, use my trusty slingshot and in general, behave like a nuisance, man. Plus, with evil dudes like Nelson the bully and Sideshow Bob getting in my way, it's a good thing I've got the rest of the Simpsons to help me out! So if you're a decent person, a patriot and somebody who cares about this sorry planet, you'll do the right thing. Save the Earth! PLAY THIS GAME! Thanks, man. ============================================================================= III. CONTROLS ============================================================================= ----- NES ----- Up : enter shop, elevator Down : exit shop, elevator Left : move left Right : move right B : shoot weapons or spraypaint, use keypad/elevator A : jump (hold button down to jump higher), run if you are already moving A+B : super long jump (press A just before you press B if you are holding a weapon to conserve ammo) Select : scroll through the inventory (hold DOWN to scroll in reverse order) Start : start game, use an inventory item, pause/resume game (by selecting and using "Pause" in the inventory) --------- Genesis --------- Up : enter shop, elevator Down : exit shop, elevator Left : move left Right : move right A : shoot weapons or spraypaint B : jump (hold button down to jump higher), run if you are already moving C : A+B : super long jump (press B just before you press A if you are holding a weapon to conserve ammo) Start : start game, pause/resume game (press UP/DOWN while paused to cycle through inventory) ============================================================================= IV. GAMEPLAY ============================================================================= The Status Screen gives you the information you need to complete the levels. The information display include the following. Member Portrait: In each level, one of the Simpsons will help Bart out against the boss of the level. The person is indicated by his/her portrait followed by blank spaces. The blank spaces will spell out that member's name as Bart collects more proof of the alien invaders. In order to get the family member to help you, convincing proof must first be obtained. You can get the proof by jumping on the head of people who have been taking over by the aliens. This will cause them to drop proof of their existence that you must pick up before it disappears. Each time you get one, a letter in the name of one of the Simpsons appears under his/her picture. Spell out his/her name completely to gain his/her assistance. # of Hits Left: The Bart Head icons to the right of the Simpsons family member's head show how many hits Bart has in his current life. Bart dies when both are gone. Current Item: To the right of the Bart Head icons is the name of the item from your inventory that you are currently holding. If you have more than one of that item, a number to the right displays the quantity. Score: Your current score. Lives: The number of lives Bart has. The game is over when you lose the last life. Time : The amount of time you have to complete the level. You will lose a life if you haven't completed a level before the time runs out. Goals: The number of goals you must meet before you can fight the boss of the level. ============================================================================= V. BART'S ARSENAL ============================================================================= --------- Weapons --------- Bart is only allowed to shoot at goals and anything else that is firing or throwing something at him. The way to get weapons is to pick them up as you go along, so keep your eyes peeled. Bart can only use these weapons in the level he finds them in. After Bart's collected a weapon, he carries it with him at all times until the ammo is used up. Bart can pick up and carry as many weapons as he can find. Spraypaint You can find these cans on the streets of Springfield. Bart will need them to change the color of some of the purple objects, so don't waste paint! Slingshot There are plenty of these around the Krustyland Amusement Park. You get 12 shots with each one. Dart Gun Find these on display at the Natural History Museum. Each one has 12 shots. -------------------- Other Useful Items -------------------- X-ray Specs Use these to see which person's body has been taken over by the aliens. Coins Bart starts out the game with 10 coins. Coins buy items, make phone calls, play games, and for every 15 coins you collect, you will get an extra life. For each extra life gained in this manner, you will lose 10 coins. Wrench Useful for opening fire hydrants. Key Use it at the Springfield Retirement Home to warp back to Moe's Tavern. Whistle Use this at the Springfield Retirement Home to call Grandpa. Magnet Used to rig the spinning wheel game in your favor. Cherry Bomb These small explosives can scare animals. Rockets These sparklers will launch up high in the sky. Bart can use them to scare animals, hit windows, and cause other trouble. Just make sure to use them quickly as the fuse won't stay lit forever. Pause Use this to pause/resume the game. Sound Test A hidden item that lets you sample the sounds in the game. ============================================================================= VI. FRIENDS AND FOES ============================================================================= ---------------- Bart's Friends ---------------- Remember, the other Simpsons will only help Bart in Levels 1-4 if he can get enough alien proofs to make them believe him. If he makes it to Level 5, the Power Plant, the whole family will be there to help him. Homer Bart's dad will watch out for him at the museum, and at the plant, too, but only if Bart finds him some boxes of donuts. Marge Bart's loving mom will be at the mall if he needs her, and at the Power Plant to ease his burden. Lisa Bart's brainy sister can help out at Krustyland, and the two can make a winning combination at the Power Plant. Maggie Simpson Bart's baby sister who is too young to talk, but not too young to help. Krusty the Clown TV show host and Bart's comedy hero. Look for him to get extra lives. Jebediah Springfield The beloved founder of Springfield who can give Bart the power of invincibility. ------------- Bart's Foes ------------- Zebloid These hairy aliens hop up and down and back and forth. Glondip They mostly crawl around the ground, but some of them hop up and down. Dogs These mutts are intent on ending Bart's mission. Mutants These guys have taken over the bodies of Springfield's citizens. Use the X- ray Specs to see them. Donuts These sweet baked goods will bounce and hit Bart. White Rabbits These animals will jump in and out of the Magician's Hat. Killer Shoes These footwear will stomp, fly, jump, and even moonwalk to try to stop Bart. Candycanes These sweet treats will move up and down. Rings These hoops will hurt Bart if he touches them. Neckties These possessed neckwear will try to hit Bart. Hat Man This possessed human will try to stop Bart at the mall. Killer Klown They can be found all around Krustyland, trying to help the Mutants wipe Bart out. Spiders These insects crawl on the ground or hop up and down. Scarabs These insects will fall down from the sky. Monkeys These animals will throw rocks. Dragonfly Flies around waiting for Bart to touch them. Venus Fly Trap This insect eating plant will spew acid at Bart. Cobra A snake that waits in its basket for Bart. Egyptian Dogs These animals hop around. Mummy An undead king that throws his bandages at Bart. Pterodactyl A prehistoric pest that flies around. Dinosaur This large beast spits a fireball at you. Nelson Springfield Elementary's biggest bully. His weapons of choice are water balloons at 20 paces. Ms. Botz The notorious "Babysitter Bandit", a fugitive on the loose, and one of America's Most Armed and Dangerous. She stashes what she steals in suitcases and maybe Bart can use that against her. Sideshow Bob Once he was Krusty the Clown's faithful friend. Then he became a traitor. Now he's out on parole and his feet are as big as ever. Dr. Marvin Monroe Local family counselor, radio call-in show host, and quack. He likes using shock therapy, but lately he's gone soft in the head. Adil Albanian superspy, explosives expert, and former exchange student. Jimbo Jones The absolute worst kid in school, a skateboard freak, and the only teenager in 5th grade. ============================================================================= VII. WALKTHROUGH ============================================================================= This walkthrough will guide you through each level, but it is not the only solution so feel free to follow as much/little as you want. I assume that you will use the X-ray Specs to find out who is an alien. Note that the family members are not required to defeat the bosses. They make the battles easier though (possible exception is Marge). Each level also has more goals you can get than required so you can skip a few. This walkthrough is for the NES version of the game although it may be used for any version of the game. While the other versions are practically identical, there are some things that only apply to the NES version. Listed below are the NES "exclusives." Everything else remains the same with only graphical differences among the different versions. 1. "RK" sign. 2. Barney's Bowlarama can only be lit up by any part of the sign. 3. Level 2's signs "RW", "AW", "KW", and "JW". ---------------------------------- Level 1: Streets of Springfield ---------------------------------- Goal : Collect 24 purple objects Boss : Nelson Helper : Maggie Jump on the trash can to get the Krusty Head on top of the theater. Now head right. Jump on top of the window sill to the left of Moe's Tavern to reach the can of spray paint. Spray the Space Mutant 4 poster. Now go to the right. Use the phone to the right of Moe's Tavern by selecting the coin and using it. You'll notice that the aliens to the right of the phone disappeared as soon as you made the call. After the phone call, Moe will emerge from the door. Spray him and he'll charge at you. Jump to avoid getting hit. Now jump on top of the phone booth. From there, jump onto the clothesline. Walk across it and you'll knock off the clothes that are hanging on the line. This covers up the two purple objects in the yard. Now get off the clothesline by walking off the left side. Walk over to the right, stopping when you are under the bush that is to the right of the purple objects you just covered up. Now jump and a Krusty Head will pop out of the bush and fly off to the right. Catch it before it falls through the sidewalk. Now head to the right and spray the trash can. Keep spraying it until it changes color. Then use it to grab the spray can on the second floor window. Now head right. Don't jump at the first bush because a bee will emerge and try to sting you. However, do jump at the second bush, to the left of the aliens, as it contains a coin. The bush to its right also contains a coin. The last bush to the right contains a coin, but it will fly out toward the left. After grabbing the coins, enter Tool World and buy both the key and the wrench. Spray the fire hydrant. Notice how the awning says "Wet Paint?" Use the wrench on the hydrant to splash water on the awning which washes off the paint. Now get on top of Tool World's sign to spray the flower vase. Next, stand on top of the window of Tool World's door. From there jump to the left but try to position yourself just to the right of the bush that is to the left of Tool World. If you did it correctly, you should land and stand on top of the green grass. Press DOWN to drop down. A sign that reads "RK" will drop down. Grab it to get an extra life. Now head to the right to Mel's Novelty Shop. Buy a cherry bomb and 6 (more if you need practice) rockets. Now spray the flower vase on the second floor window above the door. There's a Krusty Head two windows to the right. Now buy the whistle and magnet from Toys "N" Stuff. Spray the flower vase on the window above the door. There's a spray can to the right. Now head right. In front of Candy Most Dandy is a ball. Walk into it and it will start rolling to the right. Jump on it when it rolls under the paint can above the awning. It will fly up and knock over the paint can which spills paint onto the awning. Don't worry if you missed. Just spray the trash can to the right and then use it to knock over the paint yourself. Next, jump across the window sills to the flower vase on the left. Slowly walk off the sill's left edge so you land on the white canopy above the door. Now spray the flower vase. Head right to the pet store. Stand on the display window. Use a cherry bomb to scare the purple bird away. Then spray the flower vase above. By now, the timer should read around 450 seconds or so. Head back to the movie theater. You should make it back before the timer reads 400. Now wait for the timer to reach 400 seconds. At 400, a purple clothed kid will come out of the theater. Spray him and then jump to avoid getting hit. As a side note, another kid will come out when the timer reaches 200 seconds. Anyway, go left and spray the trash can you passed by from the beginning of the game. Now head back to the pet shop. The bush to the right has a coin in it. To the right is a sign on the grass that says "Keep Off." Jump on it and you'll notice that you can stand on the grass. Walk to the right and a purple uniformed police officer will be walking around. Spray him before he leaves. Jump out of the way to avoid getting hit. Now to the right is the statue of Jebediah Springfield. You'll notice the purple bird on the statue's shoulder. Stand on the first sidewalk crack to the left of the statue. Now use a rocket. It will hit and scare the bird. Jump on across the barricades and some coins will pop out. You'll ride the skateboard now. Stay at the topmost level of the sidewalk by pushing UP. Jump over the four sets of dogs that get in your way. Now red and blue aliens will be in your way. Jump over the third blue alien to grab the spray can that's above it. Jump over the next blue alien afterwards. Now count the bushes. The 6th bush will contain a Krusty Head. From this point on you won't have to worry about jumping over obstacles as long as you stay on the top level. You will have to jump occasionally to avoid Jimbo Jones though. Head right when you reach the end. Spray the bird bath between the two aliens. To the right is Barney's Bowlarama. Use a rocket to light the sign. Now run to the right and you will be able to run under the three aliens that jump up and down. Avoid the first bush because it has a bee in it. The bushes around the aliens jumping up and down have coins. The right bush will send a coin in both directions. You'll have to be fast to grab both of them. Now go right and you'll be in front of the Kwik E Mart. Position yourself on top of the first sidewalk crack to the left of the green trash cans in the background. Use a rocket and it should hit the "E" in the sign. A Krusty Head worth 3 extra lives will pop up. Grabbing it will also give you a sound test in your inventory. You can use it to sample the sounds from the game. Now go right and spray the bird bath. Go right some more and you'll be at the Springfield Retirement Home. Stand on the first sidewalk crack to the left of the building. Fire a rocket and you'll hit the purple window shade. You should have all the goals completed now. If not, then to the right will be two more window shades. To hit the second window shade, stand at the right side of the Springfield Retirement Home's sign but make sure you don't pass the sign. Fire the rocket from there. To hit the third window shade, stand just a little bit to the right of the first sidewalk crack to the left of the red alien. Fire the rocket from there. If you want another goal, you can use the key at the retirement home's door to warp back to Moe's Tavern. The timer should read 200 by now so you can spray the kid at the theater. However you should have enough goals so that won't be necessary. Head right and stop at the last window of the retirement home. Use the whistle and Grandpa will open the window and drop 8 coins down. Catch them before they fall through the ground. Now head right. If you have enough goals, you'll fight the boss. If not, a barricade will be in your way. Boss: Nelson Nelson will jump up and down causing the ground to shake. Jump to avoid getting stunned. He will also throw water balloons at you. Just stay on the far left side and throw balloons at him. Jump when Nelson throws his own balloons at you. It will take 8 hits before Nelson is defeated. If you have Maggie, she will roll bowling balls towards you. Jump and touch them to send them back at Nelson but be careful not to get hit by Nelson's balloons when you're jumping. It will take 4 hits to defeat Nelson in this way. Use a combination of both to put an end to Nelson even faster. ------------------------------------- Level 2: Springfield Shopping Mall ------------------------------------- Goal : Collect 25 hats Boss : 3 Men (sub boss), Ms. Botz Helper : Marge The mall consists of 4 floors. At the end of each floor is a sub boss guarding the escalator up. Once you go up, you can't go back down so grab everything the first time through. In this level, you'll have to collect 25 hats. You can also knock hats off of people you see by hitting them from below. If you hit them on the head, the hat will not come off. Grab the hat that's above the ash can. Go right and grab another hat but watch out for the bouncing donuts. Next, avoid the marshmallows. Grab the hat next to them. Avoid two more donuts and you'll be in front of a wet cement pit. One false step and you're dead. Jump onto the first candy bar platform. From there, jump to the second one. Now jump up three times on the second candy bar platform and it will float across the pit. You can also jump across the pit but that's more difficult. Grab the Krusty Head on the other side. Jump on the ash can and grab the coin that pops out. Jump on it once more to get a Krusty Head to pop out. Now grab the hat to the left. Head right and you may want to skip the hat above the candy canes since it is hard to get without getting hit. You can grab it by jumping when the candy cane is at its lowest position. Keep heading right and you'll run into some aliens. After the aliens is the sub boss. He'll try to throw hard candy at you. Knock his hat off first. Then jump on his head three times to defeat him. Grab the hat next to the escalator and head for the next floor. Avoid the pair of sneakers. Then jump on the ash can. Now hold DOWN for 2 seconds and you'll fall down into a hidden room containing 5 hats. Hold DOWN on the ash can in the room to exit. Now grab the hat to the left of the can. Head right until you see another ash can. Avoid the pair of high heels when it gets close. Jump onto it. Now jump 2 times. The next three jumps will produce 1 coin each. Then get off the can. Jump back onto it. Jump 2 more times. The next four jumps will produce 1 hat each. Jump off. Jump back onto it. Jump 4 more times. The next jump will produce a Jebediah Head. Jump off. Jump back onto it. Jump 4 more times. The next jump will produce a Krusty Head. Jump off. Jump back onto it. Jump 10 more times. The next four jumps will produce the signs "RW", "AW", "KW", and "JW" respectively. Each sign counts as 1 coin. Here's the breakdown of the jumps if you're still confused. Action Result ----------------------------------------------------------------------------- Jump onto can -- Jump 2x -- Jump 3x 1 coin per jump Jump off/onto can -- Jump 2x -- Jump 4x 1 hat per jump Jump off/onto can -- Jump 4x -- Jump 1x Jebediah Head Jump off/onto can -- Jump 4x -- Jump 1x Krusty Head Jump off/onto can -- Jump 10x -- Jump 4x Signs "RW", "AW", "KW", and "JW" (each one is a coin) Now head right. Jump on the next ash can twice to get two coins. Head right. Avoid the cleats and grab the hat. Grab the Krusty Head and run to the right. Don't stop and you will be able to run under the jumping cleats. Keep running and you'll run under some leather boots. Don't run under the third boot because you will get hit. Proceed to the right some more. Jump on the ash can to get a coin. Then avoid the spring shoes before you grab the hat. Jump on the next ash can to get another coin. Avoid the spring shoes one more time and grab the hat. Keep going right and you will fight the sub boss. He's in a big shoe this time. He will try to jump and squash you. Like the sub boss from before, knock his hat off first. Then jump on his head three times to defeat him. Grab the hats and you should now have enough to meet the goal. There's plenty of hats upstairs so don't worry if you don't have enough. Now head upstairs. Jump over the alien as it is moving down to get the hat to the right. Do the same for the next hat. Now you will come across another ash can. Jump on it and a coin will pop out. Be careful not to touch the aliens as you chase it. Grab it and jump on the can again to make another coin pop out. Grab it and jump on the ash can one more time to get a Krusty Head to pop out. Grab it and then grab the hat to the right if you haven't already done so. Run to the right. Jump over the box with the woman's feet and run under the box with the woman's head. Grab the Krusty Head at the end. Now there will be some rabbits jumping in and out of a magician's hat. Grab them without touching the rabbits. Head right where you'll find another ash can that you can jump on for a coin. Watch out for the neck ties though. To the right is another ash can that you can jump on for a coin. Now you'll come across another wet cement pit. There's no shortcut here so you'll have to carefully jump across the magician's wands. Jump straight up on the rightmost wand to make a Jebediah head appear. Jump onto the wand to the left to grab it and head right. On the other side are some rings that you must jump through. Don't touch them or you'll get hurt unless you have the Jebediah Head. Now dodge the magician's wands that are moving up and down. The ash can between the wands has two coins and a Krusty Head you can get by jumping three times. Run to the right to fight the sub boss. This time he will disappear and reappear at different locations. Like all the others, just knock his hat off and then jump on his head three times. Grab the hat and if you have enough hats, you will head up the escalator. If not, then you'll have to backtrack to the stores and wait for people wearing hats to pass by. Upstairs you'll fight the boss. Boss: Ms. Botz She will run across the top dropping suitcases down at you. Jump on top of them to send them back up at her. Five hits will put Ms. Botz out of commission. Marge is of no help in this battle because she will throw rocks which knock away the suitcases that you need to hit Ms. Botz with. Therefore try to avoid getting her if you can. ------------------------------------- Level 3: Krustyland Amusement Park ------------------------------------- Goal : Collect 40 balloons Boss : Sideshow Bob Helper : Lisa Bart will now have to collect balloons. Many will be floating in the air so use the slingshot to get them. Grab the first 2 balloons by the tent. Head right and you'll come across some carnival games that you can play for 1 coin each. You'll get a Krusty Head for winning each game so make sure you play them all. In the first game, you'll have to hit 3 heads in a row to win. It can be horizontal, vertical, or even diagonal. I suggest you try to hit the top row since it is easier than the others. Practice timing the jumps and throws to hit the heads. Now move on to the next game, the wheel. Use the magnet that you bought from the first level BEFORE you play. Now pick any number. The magnet will rig the game, thus you are guaranteed to win. Move to the next game which is to pop the balloons. The colors change each time but you'll have to hit either 3 red or 3 blue balloons. Make sure you can hit the balloons at all three heights. The final game is the shooting gallery. You have 10 seconds and 20 shots to score 100 points. The timer won't start until you make the first shot. White ducks are worth 10 points. Circles are worth 20 points. Stars are worth 30 points. Red ducks are worth 40 points. Head right and grab the balloons on the tent. Dodge the bombs that Adil throws at you as you head right. Grab the balloon and slingshot. Jump to avoid the clown that will run at you. Climb up the ladder. Use the slingshot to defeat Adil at the top. Now stand where Adil used to be and jump to the left. Land on the plank to ring the bell. Grab the Jebediah Head that appears and then run to the right and grab the 3 coins that fell down after you rang the bell. You can climb back up and do this for more coins and more extra lives. Head right and grab the balloons. Then, watch out for the bombs that the jester throws at you. Hit the target with your slingshot to dunk the jester. Grab the slingshot. Head over to the right to grab another 2 balloons by the tent. Now enter the Fun House. You'll now have to open all the doors in 30 seconds. You don't have to win but you will get 4 balloons if you win. Opening certain doors will either open or close other doors depending on if the other doors were open or closed. Here's how the doors work. The timer won't start until you open a door. 1 2 3 4 5 6 7 8 9 Open Door # Result --------------------------------------- 1 Open/close doors 1,3,7 3 Open/close doors 1,3,9 7 Open/close doors 1,7,9 9 Open/close doors 3,7,9 2 Open/close doors 1,2,3 4 Open/close doors 1,4,7 6 Open/close doors 3,6,9 8 Open/close doors 7,8,9 5 Open/close doors 2,4,5,6,8 As you can see, opening the middle doors (2,4,6,8) will open or close the horizontally/vertically adjacent doors. Opening the corner doors (1,3,7,9) will open or close the horizontally/vertically opposite corner doors. Opening door 5 will open or close the doors horizontally/vertically adjacent to it. Let's try an example. I'll let X stand for closed doors and O stand for open doors. X O O X X O O X X X X X O O O O X X --> X O O --> X O O --> O O O --> O O O O X O O O O X O O O O O O O O Open Open Open Open Door 5 Door 1 Door 4 Door 2 Basically the trick is to isolate the doors so the last door you need to open is either in a row or in an "L" shape so you can use the corner doors to open them. You'll get four balloons if you win. Now head to the right where you'll find a huge pit and some pipes that make a "hissing" noise. The noise is from the air from the pipes. There's two ways to cross. The slower but safer way to cross is to wait until the first pipe blows air before you jump above it. The air will keep you floating. Now slowly move to the right. You can lightly tap RIGHT so Bart will slowly move towards the right. If you did it correctly, Bart will move with enough speed so that the pipes will blow air when Bart moves above them. Don't go too fast or too slow because if the pipe stops blowing air, then you will fall into the pit and die. The fast and risky way to cross is to position yourself in front of the first pit that is to the right of the Itchy & Scratchy doors. Then do a super jump (hold A+B) to the right and immediately do another one when you land AND still hold A+B so you'll keep moving fast. You should be pressing RIGHT the entire time. Your momentum will be enough to carry you over the pit assuming you jumped right when the pipe's "hissing" started and held the buttons down. If not, then you will fall short of the last platform and die. On the other side, head right. Jump on the platforms up to the next screen. Now get on top of the platform that is above Krusty's right hair. Now walk off the right side and you'll land on Krusty's mouth. Jump to grab the Krusty Head and you'll enter a hidden room. Grab the 5 coins and leave. Now you will be outside the mouth again only there will be a red platform that you can use to jump to the right. Head right to leave the Fun House. Grab the slingshot outside. Then grab the two balloons by the tent. Go to the right until you see the ferris wheel. Jump on top of the tent. From there, jump onto one of the carts on the ferris wheel. It will take you to the next screen up. When you reach the top of the ferris wheel, jump straight up and you should fall onto the Krusty Head that's in the middle of the ferris wheel. Now jump to the right and head right to fight the boss if you have enough balloons. If not, then you can either wait for balloons to slowly float in the sky or you can use the tent to the right of the ferris wheel to warp back to the beginning. Just stand at the tent window and press DOWN. You'll go into the tent and come out of another tent. The order is from the leftmost tent to the rightmost tent. When you have enough balloons, just head back to fight the boss. Boss: Sideshow Bob Krusty's former sidekick will jump around trying to squash you. His feet are his weakness so jump on them when he lands. Five hits will defeat Bob. Lisa is useful in this battle because she will rain bowling balls on Bob's head from above. If they hit him, he will get dizzy which exposes his feet for a longer time than normal. ------------------------------------------------- Level 4: Springfield Museum of Natural History ------------------------------------------------- Goal : Collect 6 exit signs Boss : Venus Fly Trap (sub boss), Mummy (sub boss), Dinosaur (sub boss), Dr. Marvin Monroe Helper : Homer This is probably the easiest and hardest level in the game. It's easy because you only need to collect 6 exit signs. It's hard because the level has many pits to cross and is more about survival than anything else. You'll need to conserve the dart gun ammo too because ammo is limited. Head right. Jump over the laser. Jump on the display case three times to get the Krusty Head to come out. Now jump to the picture frame on the left. Wait for the alien to move out of the way before you jump. Jump to the dart gun. Use the dart gun to get the exit sign to the left. Now grab the coin that came out of the picture frame with the alien. Jump on the picture frame to the right of the display case to get another coin. Head right. There will be a laser moving from four different heights. Starting with the topmost laser being laser #1 and the lowest being #4, the order is: 2,3,1,4. Jump when the laser #1 flashes. Do the same thing for the next laser. Grab the coins in the display case by jumping on it. Shoot the exit sign to the right. The next laser only goes top or bottom. When the top flashes, jump through. You'll now be in the jungle. Avoid the spiders on the ground and climb up the tree. Jump to the left to grab the dart gun. Climb back up the tree and stand on the top rightmost branch. Jump across the pit of quicksand. Jump across the next tree and you should be standing at the far right branch of the tree in front of the water. Wait for the crocodile to emerge from the water. Then jump onto its head. Ride the crocodiles across the water. Watch out for falling stones. One false step and you're dead. On the other side shoot the monkey in the tree three times to defeat it. Then grab the dart gun. Jump across the quicksand pit. On the other side, walk under the spiders. Now you'll face the first sub boss of the level: Venus Fly Trap. Dodge the rock it spits at you. Then jump behind it. It can't hit you anymore so just jump on it three times to defeat it. Now use the dart gun to get the exit sign to the left. You'll see an exit sign above the laser to the right that you can't reach. Head right and get the Jebediah Head from the display case. Jump onto the picture frame with the alien in it. From there, jump and grab the exit sign. The Jebediah Head will protect you from the laser. Now quickly run to the right and you should be able to pass both lasers before your invincibility wears off. Grab the Krusty Head in the display case. Grab the dart gun to the left of the case. Now jump onto the picture frame to the right. Stand on the right edge and shoot the exit sign. Now head right. Jump over the laser. You'll now be heading to the Egyptian exhibit. The floor should consist of gray stones. DON'T JUMP ON THEM YET! The gray stones are fake. You will fall to your death if you jump on them. Wait for a stone to turn red before you jump on it. Follow the red stones across the floor. On the other side is a huge pit. The stones in the wall will come out and form steps you can jump on to cross. The stones will come out and disappear in a short time so jump when you see the platform. There will be green hands trying to knock you into the pit. On the other side of the pit will be snake baskets. Jump over the cobras and watch out for the three floor spikes. Then head right. You've seemed to have reached a dead end. What's worse is that scarabs are raining down from the sky. To proceed, you'll have to elevate the brown stone pillar in the middle of the floor. You can do so by jumping at the statues and grabbing the ankhs that pop out. Grab six of them and then jump on the stone pillar. The screen will shake and rubble will fall down. Avoid the rubble and head right once the stone pillar sinks back into the floor. Watch out for the three floor spikes. Now jump over the two dogs to fight the sub boss. The mummy will throw its bandages at you. Jump on its head three times to defeat it. Head right. Grab the Jebediah Head from the display case. Then grab the dart gun on the picture frame to the left. To get both exit signs you must jump and fire a dart from the picture frame. Run to the left so the exit signs shows up before the dart flies off the screen. Now jump on the two picture frames to the right of the display case to get a coin from each. Then get the Krusty Head from the display case. Grab the dart gun from the picture frame to the right. Now pass through the laser to enter the dinosaur exhibit. Run to the right to avoid the meteorites that fall from the sky. When you reach the river, wait for the rock to float down. Use it to jump across the river. On the other side head right until you reach the tar pits. One false step and you'll sink to your death. Jump across the skeletons and the dinosaur heads while avoiding the pterodactyls and tar bubbles. Take your time and you shouldn't have too much difficulty crossing. Just watch out for the pterodactyls. At the end of the tar pits is another sub boss, the dinosaur. It will spit a fireball at you. Avoid the fireball and then walk to the far right. You can't hit the dinosaur at this height so jump to the right to land on ledge 1. Then jump straight up to land on ledge 2. Although it looks like there is no solid ground, you will in fact land on solid ground. You should be standing in front of the dinosaur's nose. Now jump from there onto the dinosaur's head. You'll ricochet off. Try to land on top of its head. Wait for the beast to spit a fireball out before you jump back down. Now do this two more times to defeat the dinosaur. -) <-- ledge 2 -) -) -) <-- ledge 1 -) ------------) <-- ground level Now jump onto the dinosaur's back. Jump and grab the exit sign to the right. The display case has nothing this time. Walk past the two lasers which both use the 2,3,1,4 order. Now fight the boss of the level. Boss: Dr. Marvin Monroe The doctor will send shocking pulses of electricity on the floor towards you. Jump to avoid them. Then quickly counter with three stomps on Monroe's head. This will put an end to his medical practice. Homer is a big help in the fight since he drops towels to stop the electricity. ------------------------------------------- Level 5: Springfield Nuclear Power Plant ------------------------------------------- Goal : Collect 16 power rods Boss : None Helper : All the Simpsons In this final level, all the Simpsons will be on hand to assist you. Homer will eliminate all the onscreen enemies but you'll need a box of donuts to summon him. Marge will take any rods you're carrying at that moment to the basement. Lisa tells you the combination for each floor although you can figure it out by trial and error too. Maggie plays an important role so keep an eye out for her. Her location is random every time you play so search everywhere. You'll need to collect 16 power rods and return them to the basement. However, you can only carry 4 at a time so you'll need to make several trips. The plant is divided into 6 floors (B, 1-5). Key Floor Security Door Combinations ================================================================ D Donuts 1 14 E Elevator 2 32 K Krusty Head 3 11 L Lisa 4 41 M Marge 5 21 S Stairs up/down * Rod | Wall +-----+------------+-------+---+ Floor 5 |D S *|* E |* KE L*| S| +-----+-------+----+-------+---+ Floor 4 |D S |*L E *|KE *|* S| +-----+-------+----+-------+---+ Floor 3 |D S E M|*L E *|* S| +-----+------------+-------+---+ Floor 2 |K S *| E E M S| +-----+------------+-----------+ Floor 1 |* S D EL*| E * S| +------------+-----+-----------+ Basement | E | +-----+ Before we begin, let me remind you to keep an eye out for Maggie. Remember her location when you find her. From the 1st floor elevator, go right. Lisa will give you the combination for the 1st floor (14). Grab the rod. Head left now. Use the combination "14" to open the door. Grab the box of donuts. Keep going left until you reach the door. Grab the rod. Go upstairs to the 2nd floor. Grab the Krusty Head. Head right and grab the rod. Go upstairs to the 4th floor. Grab the box of donuts. Go upstairs to the 5th floor. Grab the rod to the right. Now go downstairs to the 3rd floor. Grab the box of donuts and head right. Use the combination "11" to pass. When you reach the elevator, Marge will take your rods away. Take the elevator to the 2nd floor. Head left and Lisa will give you the combination for the 2nd floor (32). Keep going left to reach another elevator. This elevator only goes to the 2nd or 4th floors. Take it to the 4th floor. Head right and grab the rod. Now head left and grab the rod there. Lisa will give you the combination for the 4th floor (41). Now take the elevator back down to the 2nd floor. Head right to the elevator. Take it up to the 4th floor. Grab the Krusty Head and the rod to the right. Now take the elevator up to the 5th floor. Go left and use the combination "21" to pass. Grab the rod on the other side. Now head back to the elevator. Go down to the basement. You are halfway done now. Go to the 2nd floor. Go right and use the combination "32" to pass. Go upstairs to the 3rd floor. Grab the rod. Now go upstairs to the 4th floor. Head left and use the combination "41" to pass. Grab the rod on the other side. Head back to the stairs. Go upstairs to the 5th floor. Grab the box of donuts to the left. Now go downstairs to the 1st floor. Grab the rod to the right of the stairs. Now go back upstairs to the 2nd floor. Go left to reach the elevator. Go down to the basement. Now go back up to the 2nd floor. Head for the stairs to the right. Go downstairs to the 1st floor. Head left to reach an elevator. This elevator only goes to the 1st, 3rd, and 5th floors. Take the elevator to the 3rd floor. Grab the rod to the right. Go left and Lisa will give you the combination for the 3rd floor (11). Grab the rod next to her. Now head back to the elevator and take it up to the 5th floor. Grab the Krusty Head. Head right and Lisa will give you the combination for the 5th floor (21). Grab the rod next to her. Now head left. Grab the rod that you find there. Head back for the elevator. Go down to the 1st floor. Head right and take the stairs up to the 2nd floor. Go left to the elevator. Take the elevator to the basement. You've now found 15 of the 16 rods. However, you'll notice that the entire power plant has been searched. So where is the 16th rod? Well, remember that I said to keep an eye out for Maggie? Well, her pacifier is the 16th rod. Her location is random each time you play but since I covered the entire plant, you should have passed by her at some point. Just walk up to her. She'll throw the 16th rod (pacifier) into the reactor and the game is finished. ============================================================================= VIII. TIPS AND CODES ============================================================================= ------ Tips ------ Try jumping on things, around things, and on top of things. You never know what will turn up. In Springfield, try to discover what ledges Bart can stand on. Jump to the left of the awning that says "Wet Paint" to discover a hidden ledge. Press down to drop down and receive a 1-up. Moviegoers will come out of the theater at 2 and 4 p.m. Spray them! There are lots of ways to get rid of purple-colored objects. Be creative and experiment. At the mall, Bart can't jump on a lollipop if its stick is pointed straight up or down. Press and hold DOWN on the second ash can on the mall's 2nd floor to enter a hidden hat room. Other ash can's hide coins and other things. Jump many times to make them appear. To easily cross the pit of wet cement, jump on the second candy wrapper 3 times. It will float across the pit. There are warp zones in level 1 and 3. In level 1, use the key at the Springfield Retirement Home's front door to warp back to Moe's Tavern. This is useful to spray the moviegoers. In level 3, use the ticket booth near the end of Krustyland to warp back to the first tent. ------------------ Game Genie codes ------------------ For NES --------- AYYYYSTZ Infinite items on pick up IPKYXUGA or IPUYVUGA Bart has super jump XVONYXXK or XVOYLXXK Stop timer ANENPXGU or AYNNIXGU Slow timer AXENPXGL or AZNNIXGL Fast timer PAONAYAA or PAENGYAA Gain 2 coins for every 1 collected PAONTNTE or PAOYZNT Only 10 coins needed to get an extra life GXXZZOVK + GXXULEVK Buy items for free or GXOXIXVK + GXXLIEVK For GENESIS ------------- AEBT-AADG Start with 1 life ATBT-AADG Start with 4 lives AYBT-AADG Start with 5 lives A2BT-AADG Start with 6 lives A6BT-AADG Start with 7 lives BABT-AADG Start with 8 lives BEBT-AADG Start with 9 lives A2RT-AA6N Unlimited lives AJBT-AADW Start on level 2 ANBT-AADW Start on level 3 ATBT-AADW Start on level 4 AYBT-AADW Start on level 5 AJRT-AA4N Enemy hits and timer have no effect AAXA-BJ5L Unlimited cherry bombs after you buy one AAXA-BJ6J Unlimited rockets after you buy one FJ0A-AA2G Unlimited spray paint once you get it E3AT-AA68 Stop timer on level 3 door puzzle AH0A-CAGE Need 1 goal on level 1 A10A-CAGE Need 5 goals on level 1 CD0A-CAGE Need 10 goals on level 1 C10A-CAGE Need 15 goals on level 1 ED0A-CAGE Need 20 goals on level 1 AECT-EAA6 Need 1 goal on level 2 AYCT-EAA6 Need 5 goals on level 2 CACT-EAA6 Need 10 goals on level 2 CYCT-EAA6 Need 15 goals on level 2 EACT-EAA6 Need 20 goals on level 2 AERT-EACG Need 1 goal on level 3 AYRT-EACG Need 5 goals on level 3 CYRT-EACG Need 15 goals on level 3 EART-EACG Need 20 goals on level 3 FART-EACG Need 28 goals on level 3 GART-EACG Need 30 goals on level 3 AE4A-EAD0 Need 1 goal on level 4 AJ4A-EAD0 Need 2 goals on level 4 AN4A-EAD0 Need 3 goals on level 4 AT4A-EAD0 Need 4 goals on level 4 AY4A-EAD0 Need 5 goals on level 4 ============================================================================= IX. CREDITS ============================================================================= Gamesages <http://sages.ign.com/> NES Game Genie codes Nes Manual Story, some monster names, some tips Nintendo Power vol. 25-27,31 Hat room, tent warp, candy ride, magnet trick, Kwik E Mart 3-up, Key warp, whistle trick Video Game Strategies <http://vgstrategies.about.com/> Genesis Game Genie Codes ============================================================================= X. DISCLAIMER ============================================================================= This FAQ is neither affiliated nor endorsed by Acclaim Entertainment, Inc. or Flying Edge, Inc. It may be distributed FREELY so long as it remains unaltered AND is the latest version (see above for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. Email any changes, typos, etc. to me at email@example.com Copyright © 2000 Wilson Lau.