GAME GENIE(tm) FOR SEGA(tm) GENESIS(tm) CODES

(c) 1993 Lewis Galoob Toys, Inc. All Rights Reserved.
Excerpts from Game Genie(tm) Code Updates made available through 
VideoGames & Computer Entertainment for the private use of Game 
Genie owners. No commercial use without authorization. This file 
may be freely distributed for private, non-commercial use as long as 
it is not altered and all text remains intact.
This product is licensed by Sega of America, Inc. for use with the
Sega(tm) Genesis(tm) System. Sega, s and the Sega Seal of Quality are
trademarks of Sega Enterprises, Ltd. Game titles are trademarks of their
respective owners. Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.

THIS FILE CONTAINS ALL THE GAMES IN CODE UPDATE/SEGA GENESIS 
VOL. 1, #2.

Alien 3 (tm) Game
Help Ripley really rip into those nasty aliens with these power 
codes. RIP Codes 37 and 38 sometimes enable Ripley to jump through 
walls and ceilings. Be careful, though, because she can stuck in 
ceilings or walls or get trapped forever if there's no room on the 
other side. If this happens, reset.
RIP
CODE	KEY IN . . .	EFFECT . . .
All Difficulty Modes:
1	D2CT-CADY	Game clock runs faster
2	SACT-CADY	Game clock runs slower
3	8ACT-CADY	Game clock runs much slower
4	AACT-CA6J	Game clock frozen (no time limit)
5	AJBT-AAEY	Start at stage 2 instead of stage 1
6	ANBT-AAEY	Start at stage 3
7	ATBT-AAEY	Start at guardian level after stage 3
8	AYBT-AAEY	Start at stage 4
9	A2BT-AAEY	Start at stage 5
10	A6BT-AAEY	Start at stage 6	I
11	BABT-AAEY	Start at guardian level after stage 6
12	BEBT-AAEY	Start at stage 7
13	BJBT-AAEY	Start at stage 8
14	BNBT-AAEY	Start at stage 9
15	BTBT-AAEY	Start at guardian level after stage 9
16	BYBT-AAEY	Start at stage 10
17	B2BT-AAEY	Start at stage 11
18	B6BT-AAEY	Start at stage 12
19	CABT-AAEY	Start at guardian level after stage 12
20	CEBT-AAEY	Start at stage 13
21	CJBT-AAEY	Start at stage 14
22	CNBT-AAEY	Start at stage 15
23	CTBT-AAEY	Start at guardian level after stage 15
24	AJNA-EA3R	Infinite ammo for machine gun
25	AJMA-EA7C	Infinite fuel for flame-thrower
26	AJJT-EA2J	Infinite ammo for grenade launcher
27	AJKA-EA88	Infinite hand grenades
28	M42A-CAG0	Machine gun recharge pick-up reloads to 
capacity
29	NC2A-CAHY	Flame-thrower recharge pick-up reloads to 
capacity
30	NL2T-CAAW	Grenade launcher recharge pick-up reloads to 
capacity
31	NW2T-CABT	Hand grenade recharge pick-up reloads to 
capacity
32	RG2T-C6W4	First-aid pick-up restores energy gauge to 
capacity
33	AMDA-CA4J	Long falls do not reduce energy
34	ADEA-CAGJ	Falls into turbine fans do not reduce energy
35	AJFT-AA66	Never lose radar
36	A2EA-AA8R	Infinite lives
37	5DXA-D93N	Ripley jumps higher
38	YDXA-D93N	Ripley jumps much higher
Hard Difficulty Mode:
39	LBRT-JAEJ	Machine gun capacity is 50 instead of 99
40	GBRT-JAEL	Flame-thrower capacity is 30 instead of 99
41	EBRT-JAEN	Grenade launcher capacity is 20 instead of 
99	E
42	GBRT-JAER	Hand grenade capacity is 30 instead of 99
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Alien 3 and related names are trademarks of Twentieth Century Fox 
Film Corporation.

Batman (tm) Game (More Codes)
BAT Codes 9 thru 22 are new. With Codes 20 and 21, you may go 
straight to the bosses on some levels. Code 22 will make Batman 
invincible after he is hit once. Then he'll turn invisible. Normal game 
play is possible, but watch out for jumps. To make Batman visible, 
momentarily turn off effects and Batman may appear. If not, try 
again.
BAT
CODE	KEY IN . . .	EFFECT . . .
1	E2ET-AA4C	MASTER CODE--MUST BE ENTERED
2	AKFT-AA4Y	Infinite lives
3	RFFA-A60N	Batman floats when he dies!
4	AKYA-AA9G	Infinite Batarangs
5	RYFA-C6VR	Guns don't hurt
6	AKYT-AA5L	Infinite rockets for the Batwing
7	B2AT-CA46	Punches, knives and guns don't hurt
8	AKYT-AA7R	Infinite rockets for the Batmobile
9	HEET-BJX2	Start on Axis Chemical Plant level
10	HEET-BNX2	Start on Flugelheim Museum level
11	HEET-BTX2	Start battle with Bob the Goon
12	HEET-BYX2	Start with graphic before Gotham City Streets
13	HEET-B2X2	Start on Gotham City Streets level
14	HEET-B6X2	Start battle with mimes
15	HEET-BAX2	Start battle with Gotham City Streets boss
16	9TET-BGD2 +BEET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A	Start on Sky over Gotham level
17	9TET-BGD2 +BJET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A	Start on Gotham Cathedral level
18	9TET-BGD2 +BNET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A	Start on Gotham Cathedral level spikes 
19	9TET-BGD2 +BTET-AAD4 + 96ET-AAD6 + 5NET-AYX8 + AJET-
AA6A	Meet the Joker
20	HEGA-BJVG	Skip through levels
21	HEGA-BTVG	Skip through levels faster
22	AKEA-AA4J	Invincible and invisible!
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Batman and related names are trademarks of DC Comics Inc.

Bulls vs. Lakers and the NBA Playoffs (tm) Game
Everything's realistic here, from the players' signature moves down 
to the way they look. Try BULL Code 2 and have all the time in the 
world to take a shot. Get a 50-point head start with Code 16, and 
trounce the computer with Code 29 and 8 points per basket. If you're 
an expert, have your opponent start with 50 points (Code 21).
BULL
CODE	KEY IN . . .	EFFECT . . .
1	R18A-8608	MASTER CODE--MUST BE ENTERED
2	ATHA-AA68	Infinite shot clock
3	REJA-A6TN	Infinite timeouts for both teams
4	AFFT-CAEL	Team 1 starts with 1 timeout
5	APFT-CAEL	Team 1 starts with 3 timeouts
6	A7FT-CAEL	Team 1 starts with 7 timeouts
7	BFFT-CAEL	Team 1 starts with 9 timeouts
8	AFFT-CAEW	Team 2 starts with 1 timeout
9	APFT-CAEW	Team 2 starts with 3 timeouts
10	A7FT-CAEW	Team 2 starts with 7 timeouts
11	BFFT-CAEW	Team 2 starts with 9 timeouts
12	BJCA-AAH8	Team 1 starts with 10 points
13	CTCA-AAH8	Team 1 starts with 20 points
14	D2CA-AAH8	Team 1 starts with 30 points
15	FACA-AAH8	Team 1 starts with 40 points
16	GJCA-AAH8	Team 1 starts with 50 points
17	BJCT-AAAG	Team 2 starts with 10 points
18	CTCT-AAAG	Team 2 starts with 20 points
19	D2CT-AAAG	Team 2 starts with 30 points
20	FACT-AAAG	Team 2 starts with 40 points
21	GJCT-AAAG	Team 2 starts with 50 points
DON'T COMBINE CODES 22 THRU 37 WITH ANY OF CODES 38 THRU 43
22	SFBT-DEZ2	Team 1's baskets worth 1 point
23	SFBT-DJZ2	Team 1's baskets worth 2 points
24	SFBT-DNZ2	Team 1's baskets worth 3 points
25	SFBT-DTZ2	Team 1's baskets worth 4 points
26	SFBT-DYZ2	Team 1's baskets worth 5 points
27	SFBT-D2Z2	Team 1's baskets worth 6 points
28	SFBT-D6Z2	Team 1's baskets worth 7 points
29	SFBT-DAZ2	Team 1's baskets worth 8 points
30	SFBT-DEZR	Team 2's baskets worth 1 point
31	SFBT-DJZR	Team 2's baskets worth 2 points
32	SFBT-DNZR	Team 2's baskets worth 3 points
33	SFBT-DTZR	Team 2's baskets worth 4 points
34	SFBT-DYZR	Team 2's baskets worth 5 points
35	SFBT-D2ZR	Team 2's baskets worth 6 points
36	SFBT-D6ZR	Team 2's baskets worth 7 points
37	SFBT-DAZR	Team 2's baskets worth 8 points
DON'T COMBINE CODES 38 THRU 43 WITH ANY OF CODES 22 THRU 37
38	A30T-AAEA	All 3-pointers worth 6 points
39	BF0T-AAEA	All 3-pointers worth 9 points
40	AK0T-AAAT	All free throws worth 2 points
41	AP0T-AAAT	All free throws worth 3 points
42	A30T-AAAT	All free throws worth 6 points
43	BF0T-AAAT	All free throws worth 9 points
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Bulls vs. Lakers and the NBA Playoffs is a trademark of Electronic 
Arts.

Dragon's Fury (tm) Game
This is a challenging video pinball game where you have to destroy 
monsters and creatures to try to advance to the mystery stage. The 
hidden passages to the bonus stages are fun, but it's tough to get the 
points you need to reach the mystery stage (NOT!--FURY Code 26 lets 
you start with a bonus multiplier of 9 instead of one). With Codes 13 
thru 26, the bonus multiplier will reset to 1 and bonus points will 
reset to 100 after the first bonus (except if you also use Codes 27 
and 28). Note that Codes 1 thru 26 may be affected by use of 
passwords. And remember that in a 2-player game the players share 
the bonus; if it is not collected by one player, the current bonus 
values are available for the other player to collect.
FURY
CODE	KEY IN . . .	EFFECT . . .
1	AECT-BA3W	Start game with 1 ball instead of 3
2	AJCT-BA3W	Start with 2 balls
3	ATCT-BA3W	Start with 4 balls
4	AYCT-BA3W	Start with 5 balls
5	A6CT-BA3W	Start with 7 balls
6	BJCT-BA3W	Start with 10 balls
7	B6CT-BA3W	Start with 15 balls
8	DECT-BA3W	Start with 25 balls
9	GJCT-BA3W	Start with 50 balls
10	KNCT-BA3W	Start with 75 balls
11	NTCT-BA3W	Start with 100 balls
12	RE0A-A6WR	Infinite balls
13	AACT-AAEN	Start with 0 bonus points instead of 100
14	AYCT-AAEN	Start with 500 bonus points
15	BJCT-AAEN	Start with 1000 bonus points
16	B6CT-AAEN	Start with 1500 bonus points
17	DECT-AAEN	Start with 2,500 bonus points
18	GJCT-AAEN	Start with 5,000 bonus points
19	KNCT-AAEN	Start with 7,500 bonus points
20	NNCT-AAEN	Start with 9,900 bonus points
21	AJCT-AAE0	Start with bonus multiplier at 2 instead of 1
22	ANCT-AAE0	Start with bonus multiplier at 3
23	ATCT-AAE0	Start with bonus multiplier at 4
24	AYCT-AAE0	Start with bonus multiplier at 5
25	A6CT-AAE0	Start with bonus multiplier at 7
26	BECT-AAE0	Start with bonus multiplier at 9
27	AVPA-AA8L	Bonus points never reset when bonus is 
collected
28	AVPA-AA8Y	Bonus multiplier never resets when bonus is 
collected
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Dragon's Fury is a trademark of Tengen, Inc.

Evander Holyfield's Real Deal Boxing (tm) Game
This exciting and realistic challenge is named for the ex-champ, but 
it still provides up-to-date fun and action. With DEAL Codes 1 and 7 
you must win by a KO or TKO. Code 7 prevents boxers from being 
refreshed between rounds, since Round 1 never ends. Code 8 allows 
you to make a super boxer. You can give him Power, Stamina, Speed, 
and Defense at any levels you wish, but if you set all of them to 
their maximum values, then they can't be reduced.
DEAL
CODE	KEY IN . . .	EFFECT . . .
1	AJWA-AA64	Always round 1
2	BJWA-ACFN + BJNA-ACHW	Rounds are 1 minute long
3	BJWA-AEFN + BJNA-AEHW	Rounds are 2 minutes long
4	BJWA-AJEN + BJNA-AJHW	Rounds are 4 minutes long
5	BJWA-ANFN + BJNA-ANHW	Rounds are 6 minutes long
6	BJWA-AWFN + BJNA-AWHW	Rounds are 9 minutes long
7	CTRA-AA2L	Rounds never end
8	RGKT-A6VW + TCKT-A4AN + TCKT-A4BR	Set up new 
career any way you want
Remember, you can pick 'n mix your codes!
Evander Holyfield's Real Deal Boxing is a trademark of SEGA.

F-22 Interceptor (tm) Game
State-of-the-art flight simulation! Use these great codes to dial in 
lives, ammo, chaff (radar decoys)
 and fuel consumption.
22
CODE	KEY IN . . .	EFFECT . . .
1	RH9T-R60T	MASTER CODE--MUST BE ENTERED
2	AHAA-AAEE	Start with 2 lives
3	AMAA-AAEE	Start with 3 lives
4	AXAA-AAEE	Start with 5 lives
5	A1AA-AAEE	Start with 6 lives
6	A9AA-AAEE	Start with 8 lives
7	BMAA-AAEE	Start with 11 lives
NOTE: CODES 8 THRU 21 WORK ONLY ON USA CAMPAIGN
8	WCPA-GCA8	Start with 400 ammo
9	8WPA-GCA8	Start with 500 ammo
10	MCPA-GEA8	Start with 600 ammo
11	1WPA-GEA8	Start with 700 ammo
12	ECPA-GGA8	Start with 800 ammo
13	TWPA-GGA8	Start with 900 ammo
14	7CPA-GGA8	Start with 1000 ammo
15	FC1A-GAAG	Start with 40 chaff
16	GL1A-GAAG	Start with 50 chaff
17	HW1A-GAAG	Start with 60 chaff
18	J41A-GAAG	Start with 70 chaff
19	LC1A-GAAG	Start with 80 chaff
20	ML1A-GAAG	Start with 90 chaff
21	NW1A-GAAG	Start with 100 chaff
22	1B7T-BLYW	Fuel burns 2x faster than normal
23	1B7T-BRYW	Fuel burns 4x faster than normal
24	1B7T-BGZA	Afterburner fuel consumption 2x normal
25	1B7T-BLZA	Afterburner fuel consumption 3x normal
26	1B7T-BWZA	Afterburner fuel consumption 5x normal
27	1B7T-B0ZA	Afterburner fuel consumption 6x normal
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
F-22 Interceptor is a trademark of Electronic Arts.

Ghostbusters (tm) Game
Go run, jump and get them ghosts! Running out of life and bombs used 
to be a problem, but now you have GHOST Code 1 for an almost 
infinite life bar and Code 26 for infinite bombs. If you're getting to 
be an ecto-expert at this challenging game, try Codes 5 and 30 for 
just a little life and no bombs, and you won't have a ghost of a 
chance.
GHOST
CODE	KEY IN . . .	EFFECT . . .
1	BWST-AA54	Protection from most damage
2	96CT-BTAR	Start with 24 life bar ticks instead of 16
3	96CT-A2AR	Start with 12 life bar ticks
4	96CT-ATAR	Start with 8 life bar ticks
5	96CT-AJAR	Start with 4 life bar ticks
6	ATCT-AAAG	Start with 5 rounds
7	AYCT-AAAG	Start with 6 rounds
8	A2CT-AAAG	Start with 7 rounds
9	A6CT-AAAG	Start with 8 rounds
10	BACT-AAAG	Start with 9 rounds
11	BECT-AAAG	Start with 10 rounds
12	96CT-BYA0	Start with 26 energy bar ticks
13	96CT-A2A0	Start with 12 energy bar ticks
14	96CT-AJA0	Start with only 4 energy bar ticks
15	ACTT-ACH6	$10 ghosts worth $100
16	ACTT-BAH6	$10 ghosts worth $1,000
17	ACTT-BAS6	$10 ghosts worth $3,000
18	ACTT-AEH8	$20 ghosts worth $200
19	ACTT-AAS8	$20 ghosts worth $2,000
20	ACTT-BA18	$20 ghosts worth $5,000
21	ACVA-AGAA	$30 ghosts worth $300
22	ACVA-BAJA	$30 ghosts worth $3,000
23	ACVA-BATA	$30 ghosts worth $5,000
24	ACVA-ALAC	$50 ghosts worth $500
25	ACVA-BATC	$50 ghosts worth $5,000
26	AV0T-AA4C	Infinite bombs
27	NNCT-AABN	Start with 99 bombs
28	CJCT-AABN	Start with 18 bombs
29	EYCT-AABN	Start with 37 bombs
30	AACT-AABN	Start with 0 bombs
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Ghostbusters is a trademark of Columbia Pictures Industries, Inc.

Golden Axe (tm) Game (Sega Classic Version)
Save the land of Yuria from the evil oppressor Death Adder. In this 
game, you fight with close-range attacks and a powerful magic that 
kills everything on the screen.  Use GASC Code 1 for invincibility, 
and Code 5 for infinite lives.
THESE CODES ARE ONLY FOR THE SEGA CLASSIC VERSION OF THE 
GAME. SEE CODEBOOK FOR CODES FOR THE ORIGINAL TITLE
GASC
CODE	KEY IN . . .	EFFECT . . .
1	BB1A-AA78	Infinite hit points
2	RF8A-A6W6	Infinite magic
3	FGYT-BJVY	Each magic pot worth 2
4	FGYT-BNVY	Each magic pot worth 3
5	KB8T-AA46	Infinite lives
6	AJVT-AA2T	Infinite credits
7	AJ7T-BA28	Start with 2 credits instead of 4
8	A27T-BA28	Start with 6 credits
9	BA7T-BA28	Start with 8 credits
10	ABBA-ACC4	Start with 1 life instead of 3--1st credit 
only
NOTE: IF YOU HAVE MORE THAN 3 LIVES, THE GRAPHICS ON THE 
COUNTER LOOK WEIRD, BUT IT STILL COUNTS CORRECTLY
11	ABBA-ALC4	Start with 5 lives--1st credit only
12	ABBA-ARC4	Start with 7 lives--1st credit only
13	ABBA-AWC4	Start with 9 lives--1st credit only
14	AAVT-ACBR	Continue with 1 life instead of 3
15	AAVT-ALBR	Continue with 5 lives
16	AAVT-ARBR	Continue with 7 lives
17	AAVT-AWBR	Continue with 9 lives
18	ABBA-AEDA	Start with 2 magic pots instead of 1
19	ABBA-AJDA	Start with 4 magic pots
20	SA8A-BET2	Start on stage 2
21	SA8A-BJT2	Start on stage 3
22	SA8A-BNT2	Start on stage 4
23	SA8A-BTT2	Start on stage 5
24	SA8A-BYT2	Start on stage 6
25	SA8A-B2T2	Start on stage 7
26	SA8A-B6T2	Start on stage 8
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Golden Axe and related names are trademarks of Sega of America, 
Inc.

Greendog, The Beached Surfer Dude (tm) Game
Find the funky ancient surfboard (probably left over from the '60's) 
and break the curse in this fun game, with its good cartoony graphics 
and lots 'o enemies. Hang ten, dude, with DOG Codes 1 and 5--you'll 
have infinite lives and spikes won't hurt you. If you need more of a 
challenge, try Codes 17 and 23.
DOG
CODE	KEY IN . . .	EFFECT . . .
1	ATNT-AA4E	Infinite lives
2	AYPA-AADE	Start with 6 lives
3	A2PA-AADE	Start with 7 lives
4	BEPA-AADE	Start with 10 lives
5	ABYA-CAAN	Spikes don't hurt
6	AYNA-BE5Y	Start on Ancient Aztec Crypts level
7	A6NA-BE5Y	Start on Mustique level
8	BJNA-BE5Y	Start on Curacao level
9	BNNA-BE5Y	Start on Underwater Crypts of Curacao level
10	BYNA-BE5Y	Start on Skateboard level 1
11	B2NA-BE5Y	Start on Jamaica level
12	B6NA-BE5Y	Start on Skateboard level 2
13	CENA-BE5Y	Start on Saba level
14	CJNA-BE5Y	Start on Crypts after Saba level
15	CTNA-BE5Y	Start on St. Vincent level
16	CYNA-BE5Y	Start on the final Skateboard level
17	AACA-CAC4	Cola doesn't restore energy
18	AJCA-CAC4	Cola restores less energy than normal
19	DTCA-CAC4	Cola restores more energy than normal
20	GACA-CAC4	Cola completely restores energy
21	AD8A-AACL	Fish don't hurt
22	AX8A-AACL	Fish hurt more than normal
23	CD8A-AACL	Fish are devastating
24	AC6A-AABG	Birds don't hurt
25	BC6A-AABG	Birds hurt more than normal
26	CC6A-AABG	Birds are devastating
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Greendog, The Beached Surfer Dude and related names are 
trademarks of Ric Green.

Joe Montana II Sports Talk Football (tm) Game (Alternate Codes)
This is one of the toughest football challenges of them all, and the 
play-by-play is a cool feature. Plenty of Game Genie (tm) codes give 
you pinpoint control over plays, the clock, the length of the quarters, 
even the scoring values. Note that JOE2 Codes 11 thru 18 replace the 
20-minute game option on the options screen. The options screen 
will still display a 20-minute game, even when a code has been used 
to change this. The 40-minute game and 60-minute game options 
work as normal. Think you have Super Bowl potential? Try JOE2 Code 
1 and see if you can put together a scoring drive!
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO 
NOT WORK ON YOUR GAME, THEN TRY THE "B" CODES
JOE2
CODE	KEY IN . . .	EFFECT . . .
1A	AKFT-RAGA	Only have 1 play to make a first down
1B	ALTT-CAEG
2A	APFT-RAGA	Only have 2 plays to make a first down
2B	ARTT-CAEG
3A	AVFT-RAGA	Only have 3 plays to make a first down
3B	AWTT-CAEG
4A	AKFT-RA74	Have infinite plays to make a first down
4B	ALTT-CA6A
5A	AFGA-RACC	Every drive starts as 1st and goal, no matter 
where the ball is!
5B	ALVA-CA2J
6A	C1TA-CAHY	Play clock is 15 seconds long
6B	CYDA-CAEL
7A	GDTA-CAHY	Play clock is 30 seconds long
7B	GADA-CAEL
8A	NDTA-CAHY	Play clock is 60 seconds long
8B	NADA-CAEL
9A	WDTA-CAHY	Play clock is 90 seconds long
9B	WADA-CAEL
10A	AAMA-AAD4	Play clock is infinite
10B	AAMT-AAA0
11A	ADVA-NCDR	1-minute quarters (4-minute game)
11B	AB9A-CCC6
12A	ADVA-NEDR	2-minute quarters (8-minute game)
12B	AB9A-CEC6
13A	ADVA-NAMR	20-minute quarters (80-minute game)
13B	AB9A-CAL6
14A	ADVA-NLMR	25-minute quarters (100-minute game)
14B	AB9A-CLL6
15A	ADVA-PAMR	30-minute quarters (120-minute game)
15B	AB9A-DAL6
16A	ADVA-NLXR	45-minute quarters (180-minute game)
16B	AB9A-CLW6
17A	ADVA-NA5R	60-minute quarters (240-minute game)
17B	AB9A-CA46
18A	ADVA-PL5R	75-minute quarters (300-minute game)
18B	AB9A-DL46
19A	ADVA-CAAW	0 timeouts per half--home team
19B	AADT-CAFJ
20A	AHVA-CAAW	1 timeout per half--home team
20B	AEDT-CAFJ
21A	AMVA-CAAW	2 timeouts per half--home team
21B	AJDT-CAFJ
22A	ADVA-CAAN	0 timeouts per half--visiting team
22B	AADT-CAFC
23A	AHVA-CAAN	1 timeout per half--visiting team
23B	AEDT-CAFC
24A	AMVA-CAAN	2 timeouts per half--visiting team
24B	AJDT-CAFC
25A	AVDT-CA68	Infinite timeouts--visiting team
25B	AWBT-AA6E
26A	ABGA-RADN	Touchdowns worth 0 points
26B	ACVA-CAEW
27A	AFGA-RADN	Touchdowns worth 1 point
27B	AGVA-CAEW
28A	AKGA-RADN	Touchdowns worth 2 points
28B	ALVA-CAEW
29A	APGA-RADN	Touchdowns worth 3 points
29B	ARVA-CAEW
30A	AVGA-RADN	Touchdowns worth 4 points
30B	AWVA-CAEW
31A	AZGA-RADN	Touchdowns worth 5 points
31B	A0VA-CAEW
32A	A7GA-RADN	Touchdowns worth 7 points
32B	A8VA-CAEW
33A	BBGA-RADN	Touchdowns worth 8 points
33B	BCVA-CAEW
34A	BFGA-RADN	Touchdowns worth 9 points
34B	BGVA-CAEW
35A	ABGA-RAC2	Extra points worth 0 points
35B	ACVA-CAD8
36A	AKGA-RAC2	Extra points worth 2 points
36B	ALVA-CAD8
37A	APGA-RAC2	Extra points worth 3 points
37B	ARVA-CAD8
38A	AVGA-RAC2	Extra points worth 4 points
38B	AWVA-CAD8
39A	AZGA-RAC2	Extra points worth 5 points
39B	A0VA-CAD8
40A	A3GA-RAC2	Extra points worth 6 points
40B	A4VA-CAD8
41A	A7GA-RAC2	Extra points worth 7 points
41B	A8VA-CAD8
42A	BBGA-RAC2	Extra points worth 8 points
42B	BCVA-CAD8
43A	BFGA-RAC2	Extra points worth 9 points
43B	BGVA-CAD8
44A	ABGA-RADC	Field goals worth 0 points
44B	ACVA-CAEJ
45A	AFGA-RADC	Field goals worth 1 points
45B	AGVA-CAEJ
46A	AKGA-RADC	Field goals worth 2 points
46B	ALVA-CAEJ
47A	AVGA-RADC	Field goals worth 4 points
47B	AWVA-CAEJ
48A	AZGA-RADC	Field goals worth 5 points
48B	A0VA-CAEJ
49A	A3GA-RADC	Field goals worth 6 points
49B	A4VA-CAEJ
50A	A7GA-RADC	Field goals worth 7 points
50B	A8VA-CAEJ
51A	BBGA-RADC	Field goals worth 8 points
51B	BCVA-CAEJ
52A	BFGA-RADC	Field goals worth 9 points
52B	BGVA-CAEJ
53A	ABGA-RAEC	Safeties worth 0 points
53B	ACVA-CAFJ
54A	AFGA-RAEC	Safeties worth 1 points
54B	AGVA-CAFJ
55A	APGA-RAEC	Safeties worth 3 points
55B	ARVA-CAFJ
56A	AVGA-RAEC	Safeties worth 4 points
56B	AWVA-CAFJ
57A	AZGA-RAEC	Safeties worth 5 points
57B	A0VA-CAFJ
58A	A3GA-RAEC	Safeties worth 6 points
58B	A4VA-CAFJ
59A	A7GA-RAEC	Safeties worth 7 points
59B	A8VA-CAFJ
60A	BBGA-RAEC	Safeties worth 8 points
60B	BCVA-CAFJ
61A	BFGA-RAEC	Safeties worth 9 points
61B	BGVA-CAFJ
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Joe Montana II Sports Talk Football is a trademark of Sega of 
America, Inc.
Game Genie is a trademark of Lewis Galoob Toys, Inc.

John Madden Football '93 (tm) Game
The fast-talkin' coach with the great games is back for '93. MAD93 
Codes 6 thru 12 can only be used with the 5-minute quarter option. 
The 10- and 15-minute quarter options operate as usual. With Codes 
25 thru 30, if the computer is allowed more than 4 downs, it still 
punts on the 4th down--so the advantage is yours. If the computer is 
allowed less than 4 downs, it will always run plays and never punt. 
MAD93
CODE	KEY IN . . .	EFFECT . . .
1	RH9T-860T	MASTER CODE--MUST BE ENTERED
2	ESPT-AAD6	Play clock starts at 35 seconds instead of 45
CODES 3 THRU 5 MAY CAUSE DELAYS IN PLAYS AND KICKOFFS WHEN 
YOU PLAY AGAINST THE COMPUTER
3	HXPT-AAD6	Play clock starts at 60 seconds--use in 2-
player mode
4	MMPT-AAD6	Play clock starts at 90 seconds--use in 2-
player mode
5	ALCT-CA7T	Play clock frozen--use on 2-player game only
6	D4LT-CABE	Each quarter lasts 30 seconds instead of 5 
minutes
7	HWLT-CABE	Each quarter lasts 1 minute
8	SCLT-CABE	Each quarter lasts 2 minutes
9	0WLT-CABE	Each quarter lasts 3 minutes
10	OCLT-CJBE	Each quarter lasts 20 minutes
11	BCLT-CRBE	Each quarter lasts 30 minutes
12	CCLT-C6BE	Each quarter lasts 60 minutes
13	CCDA-CA2L	No time limit (game lasts forever)
14	ACWA-AAG6	Home team starts with 0 timeouts instead of 
3
15	AGWA-AAG6	Home team starts with 1 timeout
16	ALWA-AAG6	Home team starts with 2 timeouts
17	A0WA-AAG6	Home team starts with 5 timeouts
18	BGWA-AAG6	Home team starts with 9 timeouts
19	ACWA-AAHC	Visiting team starts with 0 timeouts instead 
of 3
20	AGWA-AAHC	Visiting team starts with 1 timeout
21	ALWA-AAHC	Visiting team starts with 2 timeouts
22	A0WA-AAHC	Visiting team starts with 5 timeouts
23	BGWA-AAHC	Visiting team starts with 9 timeouts
24	RG3T-A6WG	Infinite timeouts for both teams
25	AMJA-AAA8	Only have 1 play to get a first down
26	ASJA-AAA8	Only have 2 plays to get a first down
27	AXJA-AAA8	Only have 3 plays to get a first down
28	A5JA-AAA8	Have 5 plays to get a first down
29	A9JA-AAA8	Have 6 plays to get a first down
30	BDJA-AAA8	Have 7 plays to get a first down
31	AMJA-AA22	Always first down (never lose possession on 
downs)
32	FDLT-AADR	Only need 5 yards for a first down
33	SDLT-AADR	15 yards needed for a first down
34	YDLT-AADR	20 yards needed for a first down
35	8DLT-AADR	30 yards needed for a first down
36	AMLT-AA5Y	Always goal-to-go (must get touchdown)
37	AMKT-AA9A	Touchdown worth 0 points
38	GDKT-BE1A	Touchdown worth 1 point
39	GDKT-BJ1A	Touchdown worth 2 points
40	GDKT-BN1A	Touchdown worth 3 points
41	GDKT-BT1A	Touchdown worth 4 points
42	GDKT-BY1A	Touchdown worth 5 points
43	GDKT-B61A	Touchdown worth 7 points
44	GDKT-BA1A	Touchdown worth 8 points
45	ADKA-BE40	Extra point worth 0 points
46	AMKA-BE40	Extra point worth 2 points
47	ASKA-BE40	Extra point worth 3 points
48	AXKA-BE40	Extra point worth 4 points
49	A1KA-BE40	Extra point worth 5 points
50	A5KA-BE40	Extra point worth 6 points
51	A9KA-BE40	Extra point worth 7 points
52	BDKA-BE40	Extra point worth 8 points
53	ADKA-BE5G	Field goal worth 0 points
54	AHKA-BE5G	Field goal worth 1 point
55	AMKA-BE5G	Field goal worth 2 points
56	AXKA-BE5G	Field goal worth 4 points
57	A1KA-BE5G	Field goal worth 5 points
58	A5KA-BE5G	Field goal worth 6 points
59	A9KA-BE5G	Field goal worth 7 points
60	BDKA-BE5G	Field goal worth 8 points
61	AMLA-AA5W	Safety worth 0 points
62	GDLA-BEXW	Safety worth 1 point
63	GDLA-BNXW	Safety worth 3 points
64	GDLA-BTXW	Safety worth 4 points
65	GDLA-BYXW	Safety worth 5 points
66	GDLA-B2XW	Safety worth 6 points
67	GDLA-B6XW	Safety worth 7 points
68	GDLA-BAXW	Safety worth 8 points
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
John Madden Football '93 is a trademark of Electronic Arts.

King's Bounty (tm) Game
Of the whopping 168 KING codes, 2 thru 156 are good only when 
starting a new game. Be careful when using Codes 159 thru 162 
without Code 163. In the early stages of a game, it doesn't take 
many troops for an army to get too large for you to control. When 
using Code 164, you will still see the number of available troops 
decrease as you recruit them. However, if you leave the troop 
dwelling and re-enter it later, you will see that the original number 
of troops in the dwelling has been restored. With Code 167, the 
number of days left goes down and time passes normally. When days 
left becomes 0, though, the game is not over. The counter will roll 
over to 65,535 and the game never ends. After a game where you 
used codes, if the game won't accept your password try Code 168. 
However, if you had too many of something (for example 5,000 days 
left), the game may reduce the number for you.
KING
CODE	KEY IN . . .	EFFECT . . .
1	R17A-R6V0	MASTER CODE--MUST BE ENTERED
2	NWWT-EAFW	Start with days left at 100
3	7CWT-EGFW	Start with days left at 1,000
4	5WWT-ELFW	Start with days left at 1,500
5	4CWT-ERFW	Start with days left at 2,000
6	VCWT-FGFW	Start with days left at 5,000
7	LCWT-FEM6	Start with leadership at 50 for Sir Crimsaun
8	LCWT-E0X6	Start with leadership at 75 for Sir Crimsaun
9	LCWT-F456	Start with leadership at 125 for Sir Crimsaun
10	LCWT-FPD6	Start with leadership at 150 for Sir Crimsaun
11	LCWT-EVX6	Start with leadership at 200 for Sir Crimsaun
12	LCWT-FZ56	Start with leadership at 250 for Sir Crimsaun
13	ACWT-EAET	Start with commission at 0 for Sir Crimsaun
14	NWWT-EAET	Start with commission at 100 for Sir 
Crimsaun
15	8WWT-ECET	Start with commission at 500 for Sir 
Crimsaun
16	4CWT-ERET	Start with commission at 2,000 for Sir 
Crimsaun
17	VCWT-FGET	Start with commission at 5,000 for Sir 
Crimsaun
18	CCWT-ERNT	Start with commission at 10,000 for Sir 
Crimsaun
19	ECWT-E6YT	Start with commission at 20,000 for Sir 
Crimsaun
20	JCWT-F3ET	Start with commission at 40,000 for Sir 
Crimsaun
21	7CWT-F56T	Start with commission at 65,000 for Sir 
Crimsaun
22	ACWT-EAEJ	Start with gold at 0 for Sir Crimsaun
23	7CWT-EGEJ	Start with gold at 1,000 for Sir Crimsaun
24	1CWT-E0EJ	Start with gold at 3,000 for Sir Crimsaun
25	VCWT-FGEJ	Start with gold at 5,000 for Sir Crimsaun
26	ECWT-E6YJ	Start with gold at 20,000 for Sir Crimsaun
27	JCWT-F3EJ	Start with gold at 40,000 for Sir Crimsaun
28	7CWT-F56J	Start with gold at 65,000 for Sir Crimsaun
29	ARWT-EAEA	Start with maximum spell capacity at 0 for 
Sir Crimsaun
30	ARWT-ECEA	Start with maximum spell capacity at 1 for 
Sir Crimsaun
31	ARWT-EJEA	Start with maximum spell capacity at 4 for 
Sir Crimsaun
32	ARWT-EREA	Start with maximum spell capacity at 7 for 
Sir Crimsaun
33	ARWT-EYEA	Start with maximum spell capacity at 10 for 
Sir Crimsaun
34	ARWT-FJEA	Start with maximum spell capacity at 20 for 
Sir Crimsaun
35	ARWT-FENA	Start with maximum spell capacity at 50 for 
Sir Crimsaun
36	ARWT-EJ6A	Start with maximum spell capacity at 100 
for Sir Crimsaun
37	AGWT-EAEE	Start with spell power at 0 for Sir Crimsaun
38	AGWT-EEEE	Start with spell power at 2 for Sir Crimsaun
39	AGWT-EJEE	Start with spell power at 4 for Sir Crimsaun
40	AGWT-EREE	Start with spell power at 7 for Sir Crimsaun
41	AGWT-EYEE	Start with spell power at 10 for Sir Crimsaun
42	AGWT-FJEE	Start with spell power at 20 for Sir Crimsaun
43	AGWT-FENE	Start with spell power at 50 for Sir Crimsaun
44	AGWT-EJ6E	Start with spell power at 100 for Sir 
Crimsaun
45	GLWT-EJ56	Start with leadership at 50 for Lord Palmer

46	NWWT-EJ56	Start with leadership at 100 for Lord Palmer
47	S0WT-EJ56	Start with leadership at 125 for Lord Palmer
48	W4WT-EJ56	Start with leadership at 150 for Lord Palmer
49	3CWT-EJ56	Start with leadership at 200 for Lord Palmer
50	9LWT-EJ56	Start with leadership at 250 for Lord Palmer
51	ACWT-EAEW	Start with commission at 0 for Lord Palmer
52	NWWT-EAEW	Start with commission at 100 for Lord 
Palmer
53	8WWT-ECEW	Start with commission at 500 for Lord 
Palmer
54	4CWT-EREW	Start with commission at 2,000 for Lord 
Palmer
55	VCWT-FGEW	Start with commission at 5,000 for Lord 
Palmer
56	CCWT-ERNW	Start with commission at 10,000 for Lord 
Palmer
57	ECWT-E6YW	Start with commission at 20,000 for Lord 
Palmer
58	JCWT-F3EW	Start with commission at 40,000 for Lord 
Palmer
59	7CWT-F56W	Start with commission at 65,000 for Lord 
Palmer
60	ACWT-EAEL	Start with gold at 0 for Lord Palmer
61	7CWT-EGEL	Start with gold at 1,000 for Lord Palmer
62	1CWT-E0EL	Start with gold at 3,000 for Lord Palmer
63	VCWT-FGEL	Start with gold at 5,000 for Lord Palmer
64	ECWT-E6YL	Start with gold at 20,000 for Lord Palmer
65	JCWT-F3EL	Start with gold at 40,000 for Lord Palmer
66	7CWT-F56L	Start with gold at 65,000 for Lord Palmer
67	ACWT-EEEA	Start with maximum spell capacity at 0 for 
Lord Palmer
68	AGWT-EEEA	Start with maximum spell capacity at 1 for 
Lord Palmer
69	ALWT-EEEA	Start with maximum spell capacity at 2 for 
Lord Palmer
70	A8WT-EEEA	Start with maximum spell capacity at 7 for 
Lord Palmer
71	BLWT-EEEA	Start with maximum spell capacity at 10 for 
Lord Palmer
72	CWWT-EEEA	Start with maximum spell capacity at 20 for 
Lord Palmer
73	GLWT-EEEA	Start with maximum spell capacity at 50 for 
Lord Palmer
74	NWWT-EEEA	Start with maximum spell capacity at 100 
for Lord Palmer
75	ACWT-ECEE	Start with spell power at 0 for Lord Palmer
76	ALWT-ECEE	Start with spell power at 2 for Lord Palmer
77	AWWT-ECEE	Start with spell power at 4 for Lord Palmer
78	A8WT-ECEE	Start with spell power at 7 for Lord Palmer
79	BLWT-ECEE	Start with spell power at 10 for Lord Palmer
80	CWWT-ECEE	Start with spell power at 20 for Lord Palmer
81	GLWT-ECEE	Start with spell power at 50 for Lord Palmer
82	NWWT-ECEE	Start with spell power at 100 for Lord 
Palmer
83	NWWT-FEM8	Start with leadership at 50 for Tynnestra
84	NWWT-EJ58	Start with leadership at 100 for Tynnestra
85	NWWT-F458	Start with leadership at 125 for Tynnestra
86	NWWT-FPD8	Start with leadership at 150 for Tynnestra
87	NWWT-EVX8	Start with leadership at 200 for Tynnestra
88	NWWT-FZ58	Start with leadership at 250 for Tynnestra
89	ACWT-EAEY	Start with commission at 0 for Tynnestra
90	NWWT-EAEY	Start with commission at 100 for Tynnestra
91	8WWT-ECEY	Start with commission at 500 for Tynnestra
92	4CWT-EREY	Start with commission at 2,000 for 
Tynnestra
93	VCWT-FGEY	Start with commission at 5,000 for 
Tynnestra
94	CCWT-ERNY	Start with commission at 10,000 for 
Tynnestra
95	ECWT-E6YY	Start with commission at 20,000 for 
Tynnestra
96	JCWT-F3EY	Start with commission at 40,000 for 
Tynnestra
97	7CWT-F56Y	Start with commission at 65,000 for 
Tynnestra
98	ACWT-EAEN	Start with gold at 0 for Tynnestra
99	7CWT-EGEN	Start with gold at 1,000 for Tynnestra
100	1CWT-E0EN	Start with gold at 3,000 for Tynnestra
101	VCWT-FGEN	Start with gold at 5,000 for Tynnestra
102	ECWT-E6YN	Start with gold at 20,000 for Tynnestra
103	JCWT-F3EN	Start with gold at 40,000 for Tynnestra
104	7CWT-F56N	Start with gold at 65,000 for Tynnestra
105	ALWT-EAEC	Start with maximum spell capacity at 0 for 
Tynnestra
106	ALWT-ECEC	Start with maximum spell capacity at 1 for 
Tynnestra	N
107	ALWT-EGEC	Start with maximum spell capacity at 3 for 
Tynnestra
108	ALWT-EREC	Start with maximum spell capacity at 7 for 
Tynnestra
109	ALWT-EYEC	Start with maximum spell capacity at 10 for 
Tynnestra
110	ALWT-FJEC	Start with maximum spell capacity at Q20 
for Tynnestra	H
111	ALWT-FENC	Start with maximum spell capacity at 50 for 
Tynnestra
112	ALWT-EJ6C	Start with maximum spell capacity at 100 
for Tynnestra
113	ACWT-EAEG	Start with spell power at 0 for Tynnestra
114	ACWT-ECEG	Start with spell power at 1 for Tynnestra
115	ACWT-EJEG	Start with spell power at 4 for Tynnestra
116	ACWT-EREG	Start with spell power at 7 for Tynnestra
117	ACWT-EYEG	Start with spell power at 10 for Tynnestra
118	ACWT-FJEG	Start with spell power at 20 for Tynnestra
119	ACWT-FENG	Start with spell power at 50 for Tynnestra
120	ACWT-EJ6G	Start with spell power at 100 for Tynnestra
121	GLWT-F2M8	Start with leadership at 50 for Mad Moham
122	KRWT-F2M8	Start with leadership at 75 for Mad Moham
123	S0WT-F2M8	Start with leadership at 125 for Mad Moham
124	W4WT-F2M8	Start with leadership at 150 for Mad Moham
125	3CWT-F2M8	Start with leadership at 200 for Mad Moham
126	9LWT-F2M8	Start with leadership at 250 for Mad Moham
127	ACWT-EAE0	Start with commission at 0 for Mad Moham
128	NWWT-EAE0	Start with commission at 100 for Mad Moham
129	8WWT-ECE0	Start with commission at 500 for Mad Moham
130	7CWT-EGE0	Start with commission at 1,000 for Mad 
Moham
131	VCWT-FGE0	Start with commission at 5,000 for Mad 
Moham
132	CCWT-ERN0	Start with commission at 10,000 for Mad 
Moham
133	ECWT-E6Y0	Start with commission at 20,000 for Mad 
Moham
134	JCWT-F3E0	Start with commission at 40,000 for Mad 
Moham
135	7CWT-F560	Start with commission at 65,000 for Mad 
Moham
136	ACWT-EAER	Start with gold at 0 for Mad Moham
137	7CWT-EGER	Start with gold at 1000 for Mad Moham
138	1CWT-E0ER	Start with gold at 3,000 for Mad Moham
139	VCWT-FGER	Start with gold at 5,000 for Mad Moham
140	ECWT-E6YR	Start with gold at 20,000 for Mad Moham
141	JCWT-F3ER	Start with gold at 40,000 for Mad Moham
142	7CWT-F56R	Start with gold at 65,000 for Mad Moham
143	ACWT-ELEC	Start with maximum spell capacity at 0 for 
Mad Moham
144	AGWT-ELEC	Start with maximum spell capacity at for Mad 
Moham
145	AWWT-ELEC	Start with maximum spell capacity at 4 for 
Mad Moham
146	A8WT-ELEC	Start with maximum spell capacity at 7 for 
Mad Moham
147	BLWT-ELEC	Start with maximum spell capacity at for Mad 
Moham
148	CWWT-ELEC	Start with maximum spell capacity at 20 for 
Mad Moham
149	GLWT-ELEC	Start with maximum spell capacity at 50 for 
Mad Moham
150	NWWT-ELEC	Start with maximum spell capacity at 100 
for Mad Moham
151	AWWT-EEEG	Start with spell power at 4 for Mad Moham
152	A8WT-EEEG	Start with spell power at 7 for Mad Moham
152	BLWT-EEEG	Start with spell power at 10 for Mad Moham
154	CWWT-EEEG	Start with spell power at 20 for Mad Moham
155	GLWT-EEEG	Start with spell power at 50 for Mad Moham
156	NWWT-EEEG	Start with spell power at 100 for Mad Moham
157	1XYT-BGR2 + AHYT-AAG4	Always have 1 troop in each army 
in battle
158	1XYT-BGR2 + CXYT-AAG4	Always have 20 troops in each 
army in battle
159	1XYT-BGR2 + GMYT-AAG4	Always have 50 troops in each 
army in battle
160	1XYT-BGR2 + NXYT-AAG4	Always have 100 troops in each 
army in battle
161	1XYT-BGR2 + 9MYT-AAG4	Always have 250 troops in each 
army in battle
162	1XYT-BGR2 + 8XYT-ACG4	Always have 500 troops in each 
army in battle
163	2AXT-DCTG	Never lose control of an army
164	AMBA-AA84	Recruiting does not reduce population of 
troop dwellings
165	AKWA-CA9Y	Recruitment and boat rental are free
166	RGNA-A6YY	Armies work for free
167	CBCT-AA6T	Never run out of days
168	AJVT-AA4L + AJTA-AA6Y	Accept any password
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
King's Bounty and related names are trademarks of New World 
Computing, Inc.

Krusty's Super Fun House (tm) Game
America's Number 1 video game family is back--this time with 
Krusty the Clown leading the way in a tough puzzle-and-action 
challenge. For help, FUN Codes 1 and 2 together give you infinite 
lives, and Code 49 gives you infinite pies and superballs. Getting 
cocky? See how far you can get with Code 3, one life. Codes 17 thru 
20 give you more time to complete bonus rooms, where you normally 
have about 15 seconds.
FUN
CODE	KEY IN . . .	EFFECT . . .
1	AVST-AA6A	No lives deducted when you use the Last 
Resort
2	AWBT-AA44	No lives deducted when you run out of health
3	AE5T-AAAW	Start with 1 life
4	AJ5T-AAAW	Start with 2 lives
5	AY5T-AAAW	Start with 5 lives
6	BJ5T-AAAW	Start with 10 lives
7	B65T-AAAW	Start with 15 lives
8	CT5T-AAAW	Start with 20 lives
USE CODES 9 THRU 16 FOR FUN ONLY, NOT TO FINISH THE GAME
9	ABFA-AA6J	Magic blocks are always food
10	ABFA-AA6J + X3FA-AAEL	Magic blocks are always pies
11	ABFA-AA6J + 23FA-AAEL	Magic blocks are always bags of 
tricks
12	ABFA-AA6J + 6BFA-AAEL	Magic blocks are always mugs
13	ABFA-AA6J + 93FA-AAEL	Magic blocks are always hooters
14	ABFA-AA6J + DBFA-ACEL	Magic blocks are always extra 
lives
15	ABFA-AA6J + JBFA-ACEL	Magic blocks give you nothing, but 
may still open a secret passage
16	ABFA-AA6J + 93FA-AEEL	Magic blocks are always 
superballs
17	LA9T-AACT	About 25 seconds to get all tokens in bonus 
rooms
18	SA9T-AACT	About 35 seconds to get all tokens in bonus 
rooms
19	0T9T-AACT	About 55 seconds to get all tokens in bonus 
rooms
20	8A9T-AACT	About 70 seconds to get all tokens in bonus 
rooms
21	SE8T-BJZ4	Completing bonus room worth 2 extra lives
22	SE8T-BNZ4	Completing bonus room worth 3 extra lives
23	SE8T-BTZ4	Completing bonus room worth 4 extra lives
24	SE8T-BYZ4	Completing bonus room worth 5 extra lives
25	AVFT-AA8A	Krusty doll magic blocks worth 0 extra lives
26	SFFT-BJ0A	Krusty doll magic blocks worth 2 extra lives
27	SFFT-BN0A	Krusty doll magic blocks worth 3 extra lives
28	SFFT-BT0A	Krusty doll magic blocks worth 4 extra lives
29	SFFT-BY0A	Krusty doll magic blocks worth 5 extra lives
FOR CODES 30 THRU 37, THE NUMBER OF SUPERBALLS IN THE CODE IS 
THE MAXIMUM NUMBER YOU CAN CARRY
30	AFGT-AAEY	Superball magic blocks worth 1 superball
31	AKGT-AAEY	Superball magic blocks worth 2 superballs
32	APGT-AAEY	Superball magic blocks worth 3 superballs
33	AVGT-AAEY	Superball magic blocks worth 4 superballs
34	A7GT-AAEY	Superball magic blocks worth 7 superballs
35	BKGT-AAEY	Superball magic blocks worth 10 superballs
36	B7GT-AAEY	Superball magic blocks worth 15 superballs
37	CVGT-AAEY	Superball magic blocks worth 20 superballs
FOR CODES 38 THRU 44, THE NUMBER OF PIES IN THE CODE IS THE 
MAXIMUM NUMBER YOU CAN CARRY
38	AFFT-AABY	Pie magic blocks worth 1 pie
39	APFT-AABY	Pie magic blocks worth 3 pies
40	AZFT-AABY	Pie magic blocks worth 5 pies
41	A7FT-AABY	Pie magic blocks worth 7 pies
42	B7FT-AABY	Pie magic blocks worth 15 pies
43	CVFT-AABY	Pie magic blocks worth 20 pies
44	D3FT-AABY	Pie magic blocks worth 30 pies
45	SFFT-ANBW	Pie magic blocks add to total pies
46	SFGT-ANEW	Superball magic blocks add to total 
superballs
USE CODE 47 FOR FUN ONLY, NOT TO FINISH THE GAME
47	BBGT-AA6J	Always pick up pies, never superballs
FOR CODE 48, FIRST KICK A BLOCK THAT ORIGINALLY CONTAINED A 
SUPERBALL. AFTER THAT, IT WILL LOOK LIKE YOU PICK UP PIES, BUT 
YOU WILL ACTUALLY BE PICKING UP SUPERBALLS
48	BBFT-AA3J	Always pick up superballs, never pies
49	AKTT-AA3N	Infinite pies and superballs
50	ABFA-AAG0	Food magic blocks worth 0 health points 
instead of 35
51	BKFA-AAG0	Food magic blocks worth 10 health points
52	CVFA-AAG0	Food magic blocks worth 20 health points
53	D3FA-AAG0	Food magic blocks worth 30 health points
54	FBFA-AAG0	Food magic blocks worth 40 health points
55	GKFA-AAG0	Food magic blocks worth 50 health points
56	HVFA-AAG0	Food magic blocks worth 60 health points
57	LBFA-AAG0	Food magic blocks worth 80 health points
58	MKFA-AAG0	Food magic blocks worth 90 health points
59	NVFA-AAG0	Food magic blocks worth 100 health points
60	CJ4T-AA9L	Start on section 2 with section 1 complete
61	FJ4T-AA9L	Start on section 3 with sections 1 and 2 
complete
62	JJ4T-AA9L	Start on section 4 with sections 1 thru I3 
complete
63	MJ4T-AA9L	Start on section 5 with sections 1 thru 4 
complete
64	RJ4T-AA9L	Start anywhere you want--with infinite lives
Remember, you can pick 'n mix your codes!
Krusty's Super Fun House and related names are trademarks of 
Acclaim Entertainment, Inc.

NFL Sports Talk Football '93 Starring Joe Montana (tm) Game
Despite his injuries, the NFL's all-time great quarterback keeps 
putting out great games. Enjoy all the variations you can key in with 
these JOE93 codes. For Codes 26, 27, 32, and 33, the counter does 
not properly display the number of timeouts, but the codes do work.
JOE93
CODE	KEY IN . . .	EFFECT . . .
1	AK8T-EAD0	Only have 1 play to make a first down
2	AP8T-EAD0	Only have 2 plays to make a first down
3	AV8T-EAD0	Only have 3 plays to make a first down
4	AK8T-EA5T	Have infinite plays to make a first down
5	AB9A-ELD4	Only need 5 yards to get a 1st down
6	AB9A-E8D4	Must get 15 yards to get a 1st down
7	AB9A-FJD4	Must get 20 yards to get a 1st down
8	AB9A-F6D4	Must get 30 yards to get a 1st down
9	AK9A-EA6Y	Always goal-to-go--must get a TD
10	C1PT-CAEY	Play clock is 15 seconds long
11	GDPT-CAEY	Play clock is 30 seconds long
12	NDPT-CAEY	Play clock is 60 seconds long
13	WDPT-CAEY	Play clock is 90 seconds long
14	AANA-AACT	Play clock is infinite
15	ABMA-ECC4	Each quarter is 1 minute
16	ABMA-EEC4	Each quarter is 2 minutes
17	ABMA-EAL4	Each quarter is 20 minutes
18	ABMA-ELL4	Each quarter is 25 minutes
19	ABMA-FAL4	Each quarter is 30 minutes
20	ABMA-ELW4	Each quarter is 45 minutes
21	ABMA-EA44	Each quarter is 60 minutes
22	ABMA-FL44	Each quarter is 75 minutes
23	ADRA-CAFW	0 timeouts per half--home team
24	AHRA-CAFW	1 timeout per half--home team
25	AMRA-CAFW	2 timeouts per half--home team
26	AXRA-CAFW	4 timeouts per half--home team
27	A1RA-CAFW	5 timeouts per half--home team
28	ATLT-CA8J	Infinite timeouts--home team
30	AHRA-CAFN	1 timeout per half--visiting team
31	AMRA-CAFN	2 timeouts per half--visiting team
32	AXRA-CAFN	4 timeouts per half--visiting team
33	A1RA-CAFN	5 timeouts per half--visiting team
34	ATMA-CA2C	Infinite timeouts--visiting team
35	AB9T-EAA8	Touchdowns worth 0 points
36	AF9T-EAA8	Touchdowns worth 1 point
37	AK9T-EAA8	Touchdowns worth 2 points
38	AP9T-EAA8	Touchdowns worth 3 points
39	AV9T-EAA8	Touchdowns worth 4 points
40	AZ9T-EAA8	Touchdowns worth 5 points
41	A79T-EAA8	Touchdowns worth 7 points
42	BB9T-EAA8	Touchdowns worth 8 points
43	BF9T-EAA8	Touchdowns worth 9 points
44	AB9T-EAAL	Extra points worth 0 points
45	AK9T-EAAL	Extra points worth 2 points
46	AP9T-EAAL	Extra points worth 3 points
47	AV9T-EAAL	Extra points worth 4 points
48	AZ9T-EAAL	Extra points worth 5 points
49	A39T-EAAL	Extra points worth 6 points
50	A79T-EAAL	Extra points worth 7 points
51	BB9T-EAAL	Extra points worth 8 points
52	BF9T-EAAL	Extra points worth 9 points
53	AB9T-EAAY	Field goals worth 0 points
54	AF9T-EAAY	Field goals worth 1 point
55	AK9T-EAAY	Field goals worth 2 points
56	AV9T-EAAY	Field goals worth 4 points
57	AZ9T-EAAY	Field goals worth 5 points
58	A39T-EAAY	Field goals worth 6 points
59	A79T-EAAY	Field goals worth 7 points
60	BB9T-EAAY	Field goals worth 8 points
61	BF9T-EAAY	Field goals worth 9 points
62	AB9T-EACL	Safeties worth 0 points
63	AF9T-EACL	Safeties worth 1 point
64	AP9T-EACL	Safeties worth 3 points
65	AV9T-EACL	Safeties worth 4 points
66	AZ9T-EACL	Safeties worth 5 points
67	A39T-EACL	Safeties worth 6 points
68	A79T-EACL	Safeties worth 7 points
69	BB9T-EACL	Safeties worth 8 points
70	BF9T-EACL	Safeties worth 9 points
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
NFL Sports Talk Football '93 Starring Joe Montana is a trademark of 
SEGA.

Pit-Fighter (tm) Game
This version of the popular arcade game features kicking, punching, 
and a nice variety of other antisocial behavior. As Ty, Kato or Buzz, 
you must fight for the right to face the Masked Warrior. Get to him 
faster with PIT Codes 1 thru 14. (The numbers of matches in these 
codes include grudge matches. In the 2-player mode, an extra 
elimination match takes place just before the championship match.) 
In the 2-player mode, Code 15 allows both players to team against 
Masked Warrior. Experts, try Code 16 to start with only 1 life.
PIT
CODE	KEY IN . . .	EFFECT . . .
1	AHNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 14 matches 
instead of 15 to become champion
2	AMNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 13 matches 
to become champion
3	ASNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 12 matches 
to become champion
4	AXNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 11 matches 
to become champion
5	A1NT-3A6J + JDNT-20NL + PDNT-22EN	Must win 10 matches 
to become champion
6	A5NT-3A6J + JDNT-20NL + PDNT-22EN	Must win 9 matches to 
become champion
7	A9NT-3A6J + JDNT-20NL + PDNT-22EN	Must win 8 matches to 
become champion
8	BDNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 7 matches to 
	Ubecome champion
9	BHNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 6 matches to 
become champion
10	BMNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 5 matches to 
become champion
11	BSNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 4 matches to 
become champion
12	BXNT-3A6J + JDNT-20NL + PDNT-22EN	Must win 3 matches to 
become champion
13	B1NT-3A6J + JDNT-20NL + PDNT-22EN	Must win 2 matches to 
become champion
14	B5NT-3A6J + JDNT-20NL + PDNT-22EN	Must win 1 match to 
become champion 
15	B9NT-3A6J + JDNT-20NL + PDNT-22EN	Both players fight for 
championship at same time
16	AFYT-2AAJ	Start with 1 life
17	AKYT-2AAJ	Start with 2 lives
18	APYT-2AAJ	Start with 3 lives
19	AZYT-2AAJ	Start with 5 lives
20	A3YT-2AAJ	Start with 6 lives
21	AVZA-2A2R	Infinite lives
22	BB0T-2AGE	Match clock runs faster
23	JB0T-2AGE	Match clock runs slower
24	GB0T-2A8L	Freeze match clock (no time limit)
25	3DMA-2ADA	Power pill lasts for a shorter time
26	EDMA-2GDA	Power pill lasts for a longer time
27	ADMA-3ADA	Power pill lasts much longer
28	ALBA-2A9R	Power pill lasts until death or end of match
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Pit-Fighter and related names are trademarks of Atari Games.

QuackShot (tm) Game (Alternate Codes)
Have you been able to quack this game and find the Great Duck 
Treasure? No? Then try some of these ducky Game Genie (tm) codes. 
With QUAK Code 2 you never lose power. Vary the 3 Donald Ducks you 
normally start with by keying in Codes 7 thru 14. With Code 6, you're 
invulnerable to everything except the last boss's sword. Combine 
some of these, or use them one at a time, and you should be able to 
finally wipe out Big Pete!
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO 
NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES
QUAK
CODE	KEY IN . . .	EFFECT . . .
1A	AJCA-AA2L	MASTER CODE--MUST BE ENTERED
1B	RECT-A6VE
2A	BBJA-AAD0	Start with maximum power
2B	BBJT-AAAA
3A	AKJA-AAD0	Start with less power
3B	AKJT-AAAA
4A	BBEA-AABW	Start with maximum power after you lose a 
Donald Duck
4B	BBEA-AAEG
5A	AKEA-AABW	Start with less power after you lose a Donald 
Duck
5B	AKEA-AAEG
6A	AKSA-AA24	Almost infinite power (last boss's sword can 
still hurt you)
6B	AKSA-AA9J
7A	AFJA-AABG	Start with 1 Donald Duck
7B	AFJA-AAFN
8A	AZJA-AABG	Start with 5 Donald Ducks
8B	AZJA-AAFN
9A	BBJA-AABG	Start with 8 Donald Ducks
9B	BBJA-AAFN
10A	BKJA-AABG	Start with 10 Donald Ducks
10B	BKJA-AAFN
11A	DFJA-AABG	Start with 25 Donald Ducks
11B	DFJA-AAFN
12A	GKJA-AABG	Start with 50 Donald Ducks
12B	GKJA-AAFN
13A	NPJA-AABG	Start with 99 Donald Ducks
13B	NPJA-AAFN
14A	AVEA-AA28	Infinite Donald Ducks
14B	AVEA-AA5W
15A	AKJT-AA2J	Infinite popcorn on popcorn pick-up
15B	AKJT-AA6W
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
QuackShot and related names are trademarks of The Walt Disney 
Company.

Revenge of Shinobi (tm) Game
There are 3 sets of codes for this popular adventure. Versions A and 
B are for the original title. (The third set of codes is for the Sega 
Classic version, later in the book). The VENGE Codes will help you 
vanquish the evil Neo Zeed army. With Code 5, shurikens and swords 
don't hurt you. Code 8 lets you use Jitsu of Mijin with no loss of life.
NOTE: THERE ARE TWO VERSIONS OF THIS GAME. IF THE "A" CODES DO 
NOT WORK ON YOUR COPY OF THE GAME, THEN TRY THE "B" CODES. (IF 
NEITHER WORKS, TRY THE SEGA CLASSIC CODES)
CODE	KEY IN . . .	EFFECT . . .
1A	ACTT-BA4Y	Infinite lives--except when using Jitsu of 
Mijin
1B	ACRT-BA32
2A	BMVT-GA6L	Infinite shurikins
2B	BMTT-GA4L
3A	BXVA-GA9E	Infinite life bar
3B	BXTA-GA7E
4A	AANT-CAAJ	Some bombs and enemy shurikins don't hurt
4B	AANT-CAAJ
5A	ABCA-BA94 + RFCA-A616	Some bombs, enemy shurikins and 
swords don't hurt
5B	ABCA-BA90 + RFCA-A612
6A	AC5A-BA46	No life lost when using Jitsu of Mijin
6B	AC3A-BA44
7A	NTBA-AAC6	Start with 100 shurikins
7B	NTBA-AAC08A	3ABA-AAC6	Start with 200 shurikins
8B	3ABA-AAC0
9A	8TBA-ACC6	Start with 500 shurikins
9B	8TBA-ACC0
10A	BGKA-AAH4	Start with 9 continues
10B	BGHA-AAG0
11A	AGKA-AAH4	Start with 1 continue
11B	AGHA-AAG0
12A	A0KA-AAH4	Start with 5 continues
12B	A0HA-AAG0
13A	AGKT-AAAA	Start in District 1, level 2
13B	AGHA-AAG6
14A	ALKT-AAAA	Start in District 1, level 3
14B	ALHA-AAG6
15A	ARKT-AAAA	Start in District 2, level 1
15B	ARHA-AAG6
16A	AWKT-AAAA	Start in District 2, level 2
16B	AWHA-AAG6
17A	A0KT-AAAA	Start in District 2, level 3
17B	A0HA-AAG6
18A	A4KT-AAAA	Start in District 3, level 1
18B	A4HA-AAG6
19A	A8KT-AAAA	Start in District 3, level 2
19B	A8HA-AAG6
20A	BCKT-AAAA	Start in District 3, level 3
20B	BCHA-AAG6
21A	BGKT-AAAA	Start in District 4, level 1
21B	BGHA-AAG6
22A	BLKT-AAAA	Start in District 4, level 2
22B	BLHA-AAG6
23A	BRKT-AAAA	Start in District 4, level 3
23B	BRHA-AAG6
24A	BWKT-AAAA	Start in District 5, level 1
24B	BWHA-AAG6
25A	B0KT-AAAA	Start in District 5, level 2
25B	B0HA-AAG6
26A	B4KT-AAAA	Start in District 5, level 3
26B	B4HA-AAG6
27A	B8KT-AAAA	Start in District 6, level 1
27B	B8HA-AAG6
28A	CCKT-AAAA	Start in District 6, level 2
28B	CCAH-AAG6
29A	CGKT-AAAA	Start in District 6, level 3
29B	CGHA-AAG6
30A	CLKT-AAAA	Start in District 7, level 1
30B	CLHA-AAG6
31A	CRKT-AAAA	Start in District 7, level 2
31B	CRHA-AAG6
32A	CWKT-AAAA	Start in District 7, level 3
32B	CWHA-AAG6
33A	C0KT-AAAA	Start in District 8, level 1
33B	C0HA-AAG6
34A	C4KT-AAAA	Start in District 8, level 2
34B	C4HA-AAG6
35A	C8KT-AAAA	Start in District 8, level 3
35B	C8HA-AAG6
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Revenge of Shinobi and related names are trademarks of SEGA.

Revenge of Shinobi (tm) Game (Sega Classic Version)
NOTE: THESE CODES ARE FOR THE SEGA CLASSIC VERSION OF THE 
GAME
VENGESC
CODE	KEY IN . . .	EFFECT . . .
1	ACSA-BA86	Infinite lives--except when using Jitsu of 
Mijin
2	BMTT-GA4L	Infinite shurikins
3	BXTA-GA7E	Infinite life bar
4	AANT-CAAJ	Some bombs and enemy shurikins don't hurt
5	ABCT-BA90 + RFCT-A612	Some bombs, enemy shurikins and 
swords don't hurt
6	AC4A-BA4R	No life lost when using Jitsu of Mijin
7	NTBT-AAC0	Start with 100 shurikins
8	3ABT-AAC0	Start with 200 shurikins
9	8TBT-ACC0	Start with 500 shurikins
10	BGHT-AACT	Start with 9 continues
11	AGHT-AACT	Start with 1 continue
12	A0HT-AACT	Start with 5 continues
13	AGHT-AAC0	Start in District 1, level 2
14	ALHT-AAC0	Start in District 1, level 3
15	ARHT-AAC0	Start in District 2, level 1
16	AWHT-AAC0	Start in District 2, level 2
17	A0HT-AAC0	Start in District 2, level 3
18	A4HT-AAC0	Start in District 3, level 1
19	A8HT-AAC0	Start in District 3, level 2
20	BCHT-AAC0	Start in District 3, level 3
21	BGHT-AAC0	Start in District 4, level 1
22	BLHT-AAC0	Start in District 4, level 2
23	BRHT-AAC0	Start in District 4, level 3
24	BWHT-AAC0	Start in District 5, level 1
25	B0HT-AAC0	Start in District 5, level 2
26	B4HT-AAC0	Start in District 5, level 3
27	B8HT-AAC0	Start in District 6, level 1
28	CCHT-AAC0	Start in District 6, level 2
29	CGHT-AAC0	Start in District 6, level 3
30	CLHT-AAC0	Start in District 7, level 1
31	CRHT-AAC0	Start in District 7, level 2
32	CWHT-AAC0	Start in District 7, level 3
33	C0HT-AAC0	Start in District 8, level 1
34	C4HT-AAC0	Start in District 8, level 2
35	C8HT-AAC0	Start in District 8, level 3
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Revenge of Shinobi, Sega Classic and related names are trademarks 
of SEGA.

Sonic the Hedgehog 2 (tm) Game
Sonic's back! How do you follow one of the all-time favorite action games? Try 
putting a "Tail" on Sonic--and having it follow him! The 2-player competitive mode 
is excellent too. We have plenty of great SON2 Codes for you, including the 
much-requested jump codes. Enjoy! Codes 1 THRU 16 also work for Tails in a 
one-player game. There is only one total for Sonic's rings in a one-player game. 
Normally, you have to grab all seven chaos emeralds, get at least 50 rings, and 
jump to turn into Super Sonic (and be invincible). But by choosing from among 
Codes 58 thru 64 and 65 thru 69, you can reduce the number of emeralds and 
rings you have to get. With Code 70, you won't lose your rings with time and drop 
back down to regular Sonic. And to help you become Super Sonic on the last 
level, where there are normally no rings, Codes 58, 65 and 72 will do the trick--
just jump. Finally, access the level select menu with Code 71.
THERE ARE 2 VERSIONS OF THIS GAME. IF ONE CODE DOESN'T WORK 
ON YOUR GAME, TRY THE OTHER
SON2
CODE	KEY IN . . .	EFFECT . . .
1A	SAST-DJ1A	Rings worth 2--player 1
1B	SATA-DJTJ
2A	SAST-DN1A	Rings worth 3--player 1
2B	SATA-DNTJ
3A	SAST-DT1A	Rings worth 4--player 1
3B	SATA-DTTJ
4A	SAST-DY1A	Rings worth 5--player 1
4B	SATA-DYTJ
5A	SAST-D21A	Rings worth 6--player 1
5B	SATA-D2TJ
6A	SAST-D61A	Rings worth 7--player 1
6B	SATA-D6TJ
7A	SAST-DA1A	Rings worth 8--player 1
7B	SATA-DATJ
8A	AE8A-AAD2	Start with 1 life instead of 3--player 1
8B	AE8A-AADN
9A	AY8A-AAD2	Start with 5 lives--player 1
9B	AY8A-AADN
10A	A68A-AAD2	Start with 7 lives--player 1
10B	A68A-AADN
11A	BE8A-AAD2	Start with 9 lives--player 1
11B	BE8A-AADN
12A	DE8A-AAD2	Start with 25 lives--player 1
12B	DE8A-AADN
13A	GJ8A-AAD2	Start with 50 lives--player 1
13B	GJ8A-AADN
14A	KN8A-AAD2	Start with 75 lives--player 1
14B	KN8A-AADN
15A	NN8A-AAD2	Start with 99 lives--player 1
15B	NN8A-AADN
16A	JW3A-CA4J	Infinite lives--player 1
16B	JW3A-CA4Y
17A	SATA-DJVW	Rings worth 2--player 2
17B	SATA-DJW8
18A	SATA-DNVW	Rings worth 3--player 2
18B	SATA-DNW8
19A	SATA-DTVW	Rings worth 4--player 2
19B	SATA-DTW8
20A	SATA-DYVW	Rings worth 5--player 2
20B	SATA-DYW8
21A	SATA-D2VW	Rings worth 6--player 2
21B	SATA-D2W8
22A	SATA-D6VW	Rings worth 7--player 2
22B	SATA-D6W8
23A	SATA-DAVW	Rings worth 8--player 2
23B	SATA-DAW8
24A	AE8A-AAD8	Start with 1 life instead of 3--player 2
24B	AE8A-AADW
25A	AY8A-AAD8	Start with 5 lives--player 2
25B	AY8A-AADW
26A	A68A-AAD8	Start with 7 lives--player 2
26B	A68A-AADW
27A	BE8A-AAD8	Start with 9 lives--player 2
27B	BE8A-AADW
28A	DE8A-AAD8	Start with 25 lives--player 2
28B	DE8A-AADW
29A	GJ8A-AAD8	Start with 50 lives--player 2
29B	GJ8A-AADW
30A	KN8A-AAD8	Start with 75 lives--player 2
30B	KN8A-AADW
31A	NN8A-AAD8	Start with 99 lives--player 2
31B	NN8A-AADW
32A	JXGA-CA7G	Infinite lives--player 2
32B	JXGA-CA7W
33A	KBVT-CAE2	Jump lower
33B	KBVT-CAE2
34A	FVVT-CAE2	Jump a little higher
34B	FVVT-CAE2
FOR CODES 35 AND 36, SWITCH OFF IF YOU GET STUCK SOMEWHERE 
OR WANT TO SINK IN WATER
35A	EBVT-CAE2	Jump a lot higher
35B	EBVT-CAE2
36A	CBVT-CAE2	Jump really high
36B	CBVT-CAE2
37A	A02T-CAF8	Sonic stays invincible for a shorter 
time after getting hit
37B	A02T-CAGL
38A	982T-CAF8	Sonic stays invincible for a longer 
time after getting hit
38B	982T-CAGL
39A	ALTA-CA8N	Sonic becomes invisible and 
invincible  for the rest of the level 
after getting hit--must have at least 
one ring (switch off and then on to 
make Sonic visible)
39B	ALTA-CA82
40A	ALTA-CA9J	Once invincible (stars), Sonic stays 
Invincible for the rest of the level
40B	ALTA-CA9Y
41A	ATTT-CA4W	Sonic doesn't lose rings when hit
41B	ATTT-CA58
42A	ATTT-CA5G	Tails doesn't lose rings when hit
42B	ATTT-CA6W
43A	AH2T-CAH6	Sonic needs only 1 ring instead of 50 
to enter special stage after touching 
a star post
43B	AH2T-CAHN
WITH CODES 44 THRU 57, THE COUNTER DOESN'T SHOW THE EXTRA 
RINGS, BUT YOU DO GET THEM
44	SBJA-HJWJ	Rings worth 2 in special stages--
Sonic
44B	SBJA-HJV2
45	SBJA-HNWJ	Rings worth 3 in special stages--
Sonic
45B	SBJA-HNV2
46	SBJA-HTWJ	Rings worth 4 in special stages--
Sonic
46B	SBJA-HTV2
47	SBJA-HYWJ	Rings worth 5 in special stages--
Sonic
47B	SBJA-HYV2
48	SBJA-H2WJ	Rings worth 6 in special stages--
Sonic
48B	SBJA-H2V2
49	SBJA-H6WJ	Rings worth 7 in special stages--
Sonic
49B	SBJA-H6V2
50	SBJA-HAWJ	Rings worth 8 in special stages--
Sonic
50B	SBJA-HAV2
51	SBJA-HJWR	Rings worth 2 in special stages--
Tails
51B	SBJA-HJV8
52	SBJA-HNWR	Rings worth 3 in special stages--
Tails
52B	SBJA-HNV8
53	SBJA-HTWR	Rings worth 4 in special stages--
Tails
53B	SBJA-HTV8
54	SBJA-HYWR	Rings worth 5 in special stages--
Tails
54B	SBJA-HYV8
55	SBJA-H2WR	Rings worth 6 in special stages--
Tails
55B	SBJA-H2V8
56	SBJA-H6WR	Rings worth 7 in special stages--
Tails
56B	SBJA-H6V8
57	SBJA-HAWR	Rings worth 8 in special stages--
Tails
57B	SBJA-HAV8
FOR CODES 58 THRU 64, DON'T GRAB MORE CHAOS EMERALDS THAN 
THE AMOUNT YOU NEED
58	ACZT-CACA	Need 0 chaos emeralds to become 
Super Sonic (in addition to rings)
58B	ACZT-CACN
59	AGZT-CACA	Need 1 Chaos Emerald to become 
Super Sonic (in addition to rings)
59B	AGZT-CACN
60	ALZT-CACA	Need 2 chaos emeralds to become 
Super Sonic (in addition to rings)
60B	ALZT-CACN
61	ARZT-CACA	Need 3 chaos emeralds to become 
Super Sonic (in addition to rings)
61B	ARZT-CACN
62	AWZT-CACA	Need 4 chaos emeralds to become 
Super Sonic (in addition to rings)
62B	AWZT-CACN
63	A0ZT-CACA	Need 5 chaos emeralds to become 
Super Sonic (in addition to rings)
63B	A0ZT-CACN
64	A4ZT-CACA	Need 6 chaos emeralds to become 
Super Sonic (in addition to rings)
64	A4ZT-CACN
65	AGZT-CACJ +AGZT-CACY + K4ZT-CA92	Need 1 ring to 
become Super Sonic (in addition to 
chaos emeralds), don't lose rings 
with time
65	K4ZT-CA9N 
66	A0ZT-CACJ	Need 5 rings to become Super Sonic 
(in addition to chaos emeralds)
66B	A0ZT-CACY
67	BLZT-CACJ	Need 10 rings to become Super 
Sonic (in addition to chaos emeralds)
67B	BLZT-CACY
68	DGZT-CACJ	Need 25 rings to become Super 
Sonic (in addition to chaos emeralds)
68B	DGZT-CACY
69	FCZT-CACJ	Need 40 rings to become Super 
Sonic (in addition to chaos emeralds)
69B	FCZT-CACY
70	K4ZT-CA9N	Super Sonic doesn't lose rings with 
time
70B	K4ZT-CA92
71	RE8A-A60W	Level select menu--at title screen, 
hold down A while pressing start
71B	RE8A-A60G
72	2VAT-BCRN	Start most levels with some rings--1-
player game only (number of rings 
varies with stage, and you can still 
lose rings)
72B	2VAT-BCRA
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Sonic the Hedgehog 2 and related names are trademarks of SEGA.

Team USA Basketball (tm) Game
OK, sports fans. Line up to play with the Olympic dream team in a 
realistic game of hoops against their world-class opponents. 
Normally, international rules apply, but with the Game Genie (tm) 
you can break the rules. Get a head start against the tough computer 
or a human opponent with DREAM Code 6, and stop the shot clock 
with Code 12. If you're an expert, give your opponent a 25-point spot 
and play the game without any timeouts with Codes 11 and 21.
DREAM
CODE	KEY IN . . .	EFFECT . . .
1	R19T-860T	MASTER CODE--MUST BE ENTERED
2	AYCA-AAHY	Player 1 starts with 5 points
3	BJCA-AAHY	Player 1 starts with 10 points
4	B6CA-AAHY	Player 1 starts with 15 points
5	CTCA-AAHY	Player 1 starts with 20 points
6	DECA-AAHY	Player 1 starts with 25 points
7	AYCA-AAH6	Player 2 starts with 5 points
8	BJCA-AAH6	Player 2 starts with 10 points
9	B6CA-AAH6	Player 2 starts with 15 points
10	CTCA-AAH6	Player 2 starts with 20 points
11	DECA-AAH6	Player 2 starts with 25 points
12	ATHA-AA2L	Stop shot clock
13	AKTT-AAFG	Free throws worth 2
14	AVTT-AAFG	Free throws worth 4
15	AZTT-AAFG	Free throws worth 5
16	BKTT-AAFG	Free throws worth 10
17	AKTT-AAF0	Baskets worth 3
18	AZTT-AAF0	Baskets worth 5
19	AZVA-AAAW	3-point baskets worth 5
20	BKVA-AAAW	3-point baskets worth 10
21	AA8T-CABE	Player 1 starts with 0 timeouts
22	AE8T-CABE	Player 1 starts with 1 timeouts
23	AN8T-CABE	Player 1 starts with 3 timeouts
24	AT8T-CABE	Player 1 starts with 4 timeouts
25	AA8T-CABN	Player 2 starts with 0 timeouts
26	AE8T-CABN	Player 2 starts with 1 timeouts
27	AN8T-CABN	Player 2 starts with 3 timeouts
28	AT8T-CABN	Player 2 starts with 4 timeouts
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
USA Basketball is a trademark of USA Basketball.
Game Genie is a trademark of Lewis Galoob Toys, Inc.

The Terminator (tm) Game
Help Kyle Reese in his battle with the unpleasant cyborg from the 
future. TERM Code 1 may allow Kyle to be trapped, so be quick and 
switch off effects to free him.
TERM
CODE	KEY IN . . .	EFFECT . . .
1	R03A-861A	Protection--some things can still kill you
FOR CODES 2 THRU 6, SOME TIME BOMBS MAY DO NO DAMAGE
2	AW9T-8A78	Infinite time bombs once at least one is 
awarded
3	AG2A-8AG0	Time bombs awarded 1 at a time, maximum 9 
allowed
4	AL2A-8AG0	Time bombs awarded 2 at a time,maximum 9 
allowed
5	A02A-8AG0	Time bombs awarded 5 at a time, maximum 9 
allowed
6	BL2A-8AG0	Time bombs awarded 9 at a time, maximum 9 
allowed
7	BC2A-8AH2	Energy capsules worth 1/2 normal (1 unit)
8	EC2A-8AH2	Energy capsules worth 2x normal (4 units)
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
The Terminator and related name are trademarks of Cinema '84.

Toki: Going Ape Spit (tm) Game
Don't let Dr. Stark get away with making a monkey out of you! Use 
these Game Genie codes to streak through his palace and rescue your 
girl! Wanda would want ya to win her with APE Code 1 for infinite 
lives, Code 9 to keep your shots regardless of the timer, and Code 36 
to kill the palace guards with no shots.
APE
CODE	KEY IN . . .	EFFECT . . .
1	ATWT-CA88	Infinite lives
2	BC3T-AA4T	Infinite credits
3	AW4T-AA72	Infinite time to decide if you want to 
continue
4	AATT-CA44	Infinite time to complete each round
5	9TST-DGJE + MEST-CRAG	8 minutes to complete round
6	9TST-DGJE + MEST-CLAG	6 minutes to complete round
7	9TST-DGJE + MEST-CGAG	4 minutes to complete round
8	A2VT-CA74	Never lose extra energy spitballs on dying
9	AATT-CAGA	Never lose extra energy spitballs when time 
runs out
NOTE: CODES 10 THRU 19 DO NOT WORK FOR GRAPES
10	E11A-CCD6	Extra life for every piece of food
11	E11A-DAD6	Extra life for every 10 pieces of food
12	E11A-CAM6	Extra life for every 20 pieces of food
13	E11A-DAM6	Extra life for every 30 pieces of food
14	E11A-CAX6	Extra life for every 40 pieces of food
15	E11A-CA56	Extra life for every 60 pieces of food
16	E11A-DA56	Extra life for every 70 pieces of food
17	E11A-CBD6	Extra life for every 80 pieces of food
18	E11A-DBD6	Extra life for every 90 pieces of food
19	E11A-DXD6	Extra life for every 99 pieces of food
20	CCVT-AA90	Never lose shoes due to time (but still lose 
them on dying or advancing to next stage)
21	ACWA-ABFN	Shoes last 32x normal time
22	ACWA-AAZN	Shoes last 16x normal time
23	ACWA-AAPN	Shoes last 8x normal time
24	ACWA-BAFN	Shoes last 4x normal time
25	ACWA-ATFN	Shoes last 2x normal time
26	ACWA-AEFN	Shoes last 1/2x normal time
27	ACWA-ACFN	Shoes last 1/4x normal time
28	BLVT-AA72	Never lose invincibility due to time (but still 
lose it on advancing to next stage)
29	ACWA-ABF8	Invincibility lasts 32x normal time
30	ACWA-AAZ8	Invincibility lasts 16x normal time
31	ACWA-AAP8	Invincibility lasts 8x normal time
32	ACWA-BAF8	Invincibility lasts 4x normal time
33	ACWA-ATF8	Invincibility lasts 2x normal time
34	ACWA-AEF8	Invincibility lasts 1/2x normal time
35	ACWA-ACF8	Invincibility lasts 1/4x normal time
NOTE: CODES 36 THRU 44 DO NOT WORK FOR THE FIRST PALACE GUARD 
(STARK'S MACHINE)
36	AL7A-CA58	Palace guards are automatically defeated
37	AL7A-CA58 + AG7A-DE56	Takes 1 shot to kill palace guards
38	AL7A-CA58 + A07A-DE56	Takes 5 shots to kill palace 
guards
39	AL7A-CA58 + CC7A-DE56	Takes 10 shots to kill palace 
guards
40	AL7A-CA58 + EC7A-DE56	Takes 20 shots to kill palace 
guards
41	AL7A-CA58 + GC7A-DE56	Takes 30 shots to kill palace 
guards	K
42	AL7A-CA58 + LC7A-DE56	Takes 50 shots to kill palace 
guards
43	AL7A-CA58 + RC7A-DE56	Takes 70 shots to kill palace 
guards
44	AL7A-CA58 + XG7A-DE56	Takes 99 shots to kill palace 
guards
Remember, you can pick 'n mix your codes! You can enter up to FIVE 
codes at a time (but some effects require more than one code).
Toki: Going Ape Spit (tm) and related names are trademarks of SEGA.

Two Crude Dudes (tm) Game
2-player simultaneous action and great graphics contribute to this 
all-around fun fighting game.
CRUDE
CODE	KEY IN . . .	EFFECT . . .
1	BEBA-AAFT	Start with 9 lives--each player
2	BEBA-AAFJ	Start with 9 continues
3	AJ0A-AABG	Start on level 2
4	AN0A-AABG	Start on level 3
5	AT0A-AABG	Start on level 4
6	AY0A-AABG	Start on level 5, first part
7	A20A-AABG	Start on level 5, second part
8	AWYT-AA22	Most enemies do not hurt
Two Crude Dudes and related names are trademarks of Data East 
USA, Inc.



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 Another file downloaded from:                     The NIRVANAnet(tm) Seven

 & the Temple of the Screaming Electron   Taipan Enigma        510/935-5845
 Burn This Flag                           Zardoz               408/363-9766
 realitycheck                             Poindexter Fortran   510/527-1662
 Lies Unlimited                           Mick Freen           801/278-2699
 The New Dork Sublime                     Biffnix              415/864-DORK
 The Shrine                               Rif Raf              206/794-6674
 Planet Mirth                             Simon Jester         510/786-6560

                          "Raw Data for Raw Nerves"
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