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CALIFORNIA GAMES | |
BLUE LIGHTING | |
WARBIRDS | |
SHANGHAI | |
KLAX | |
QIX | |
THE GATE OF ZENDOCON | |
ISHIDO | |
XYBOTS | |
STEEL TALONS | |
CYBERBALL TOURNAMENT | |
ROBO-SQUASH | |
FUSSBALL/SOCCER | |
BATMAN RETURNS |
The mission codes are:
Code Mission No. Code Mission No. AAAA 1 LOCK 6 PLAN 2 HAND 7 ALFA 3 FLEA 8 BELL 4 LIFE 9 NINE 5
Landing upside-down:
How About an Upside-Down Landing? In Level 6, you land and take-off from air strips. Try doing a barrel-roll (Pressing Option 2 and turn left or right), and then hold the plane upside-down, while pressing Up over and airstrip (to land). You will then land upside-down, the cockpit opens from the fuel tank, and you take off backwards!
Bonus points:
For bonus points, hit your afterburniners as you enter the canyons on level BELL. The Gutsy Bonus will give you 30,000 points ("You've got guts!"). When you're in the canyons fire your afterburners for 65,000 poins (Lunatic Bonus) "You're crazy!!" The points are added when you land -- but if you do both, it will only display the Lunatic Bonus, but you get points for both. (A good place for the second bonus is right before you enter the second set of canyons)
You can warp to level 56 by getting a "Big X" on level 11. You can also warp to level 51 by getting a "Big X" on level 6. Both of these give you bonuses of ~60,000 points.
To get a 5 vertical Klax do this.
Get two tiles of one color in one bin and two tiles of a different color in another. Choose on of the two colors and 'save' three tiles of that color on your paddle. You can do this by dropping the tiles of another color, or by throwing them back on the belt. Get the three tiles stacked TOGETHER on the paddle. Having other colors in between will slow you down.
Now wait for a tile of the OTHER color. As soon as you get it, drop it on top of the stack of two and then AS QUICKLY AS POSSIBLE more over the other bin and drop the three other tiles on top of the two you already have. Do this while the 3-vertical KLAX is being scored. When the game finishes giving you your 50 points it will look for other KLAX . You will then get 30000 points for your 5 KLAX.
This is great for points waves and you can 'quickly' stack up millions of points.
I got this from the Gameboy FAQ:
24. Awesome Klax pattern: last brick --->4 2 1 1 2 1 4 3 2 1 3 3 4 3 3 1 1 2 1 1 1 2 1 2 1
QIX Codes Codes found by: Patrick and John Hardie Flushing, NY Text File by: John Hardie 03/18/92 After level 255 you go back to level 0. There is no known code for level 1. 2- GFGHEF 3- GFGGEN 4- HAHEHF 5- HAHFNJ 6- HAHGOI 7- HFHCPI 8- HFHNGF 9- HFHMIJ 10- IAIKCJ 11- IAILLE 12- IAIMAN 13- IFIIJE 14- IFILHJ 15- IFIKBJ 16- IFJFBF 17- IFJEHI 18- IFJHCM 19- IFJGIE 20- IFJBAI 21- IFJABE 22- IFJDHJ 23- IFJCBJ 24- IFJNBE 25- IFJMHI 26- IFJPCI 27- IFJOBH 28- IFJJHJ 29- BFAIFP 30- IFJLDF 31- IFJKHC 32- IFKFBJ 33- IFKEBF 34- IFKHHI 35- IFKGCM 36- IFKBOD 37- IFKAAI 38- IFKDCE 39- IFKCLG 40- IFKNBJ 41- IFKMKI 42- IFKPIC 43- IFKOBJ 44- IFKJKL 45- DFBIDC 46- IFKLBJ 47- IFKKPF 48- IFLFLF 49- IFLEBJ 50- IFLHPE 51- IFLGLF 52- IFLBBJ 53- IFLAPH 54- IFLDLF 55- IFLCBJ 56- IFLNPG 57- IFLMLF 58- IFLPBJ 59- IFLOPB 60- IFLJLF 61- BFCIIJ 62- IFLLPA 63- IFLKLF 64- IFMFCM 65- IFMEIK 66- IFMHAI 67- IFMGKJ 68- IFMBIC 69- IFMACM 70- IFMDAF 71- IFMCJJ 72- IFMNJA 73- IFMMJK 74- IFMPKJ 75- IFMOJA 76- IFMJJK 77- DFHIMF 78- IFMLHO 79- IFMKEL 80- IFNFKJ 81- IFNEIC 82- IFNHJF 83- IFNGIM 84- IFNBCM 85- IFNAIK 86- IFNDAI 87- IFNCKJ 88- IFNNIC 89- IFNMCM 90- IFNPHF 91- IFNOJB 92- IFNJJP 93- BFEIDF 94- IFNLFN 95- IFNKJP 96- IFOFCA 97- IFOEJJ 98- IFOHHF 99- IFOGPK 100- IFOBAM 101- IFOAIG 102- IFODHF 103- IFOCIG 104- IFONMJ 105- IFOMDI 106- IFOPID 107- IFOOAM 108- IFOJJF 109- DFFIMF 110- IFOLJD 111- IFOKCM 112- IFPFIK 113- IFPEAI 114- IFPHKJ 115- IFPGIC 116- IFPBEL 117- IFPAKL 118- IFPDIC 119- IFPCJF 120- IFPNIA 121- IFPMBJ 122- IFPPKL 123- IFPOIC 124- IFPJAF 125- BFGIHA 126- IFPLCH 127- IFPKII 128- IFAFKF 129- IFAEOB 130- IFAHJJ 131- IFAGAF 132- IFABNL 133- IFAAAM 134- IFADKF 135- IFACHF 136- IFANJI 137- IFAMCM 138- IFAPIK 139- IFAOAI 140- IFAJKJ 141- DFLIDC 142- IFALGL 143- IFAKKL 144- IFBFIC 145- IFBECI 146- IFBHKL 147- IFBGIC 148- IFBBEM 149- IFBAID 150- IFBDFF 151- IFBCIC 152- IFBNCM 153- IFBMIA 154- IFBPAI 155- IFBOKL 156- IFBJIC 157- BFIIJF 158- IFBLMB 159- IFBKCH 160- IFCFII 161- IFCEKF 162- IFCHOB 163- IFCGJJ 164- IFCBAF 165- IFCALI 166- IFCDAM 167- IFCCMF 168- IFCNHF 169- IFCMJJ 170- IFCPCH 171- IFCOIJ 172- IFCJKF 173- DFJIFB 174- IFCLJJ 175- IFCKCM 176- IFDFIK 177- IFDEAI 178- IFDHKJ 179- IFDGIC 180- IFDBCL 181- IFDAKL 182- IFDDIC 183- IFDCHL 184- IFDNPF 185- IFDMLF 186- IFDPDI 187- IFDOPF 188- IFDJLF 189- BFKINM 190- IFDLJF 191- IFDKFF 192- IFEFKH 193- IFEEBL 194- IFEHPF 195- IFEGLF 196- IFEBAF 197- IFEAJI 198- IFEDAM 199- IFECAF 200- IFENHF 201- IFEMJM 202- IFEPCH 203- IFEOIJ 204- IFEJKF 205- BFNIHB 206- IFELJJ 207- IFEKCM 208- IFFFIK 209- IFFEAI 210- IFFHKJ 211- IFFGIC 212- IFFBCL 213- IFFAKL 214- IFFDIC 215- IFFCFL 216- IFFNPF 217- IFFMLF 218- IFFPJF 219- IFFOIC 220- IFFJCM 221- FFIIFK 222- IFFLBI 223- IFFKPF 224- IFGFLF 225- IFGEAF 226- IFGHIF 227- IFGGCL 228- IFGBKI 229- IFGAIC 230- IFGDCM 231- IFGCLH 232- IFGNAI 233- IFGMCO 234- IFGPLG 235- IFGOAI 236- IFGJBC 237- BFPICG 238- IFGLCH 239- IFGKIA 240- IFHFGJ 241- IFHEKL 242- IFHHIC 243- IFHGHF 244- IFHBIC 245- IFHACM 246- IFHDIB 247- IFHCAI 248- IFHNDA 249- IFHMLG 250- IFHPAF 251- IFHOIA 252- IFHJCM 253- BFOIBK 254- IFHLAI 255- IFHKDA O- BFBFLM
Following are all of the codes, maps, and some hints for GATES OF ZENDOCON:
SPOILER WARNING: If you enjoy discovering things for yourself, you should probably stop here. This file takes a lot of the fun out of it!
General Strategies
GZ's monsters are completely predictable: Every time you play a level, they will appear in the same places, in the same sequence. In addition, the "alien helpers" and other objects in the level appear in the same places. Thus, the key to mastering a level is to first explore the level. Move your ship up and down, up and down, as you proceed through the level, so you can see everything that's there. You might have to sacrificing your ship lots of times before you manage to get the whole level explored. After you know what's there, you can develop the best strategy for getting through the level. This might involve moving your ship as little as possible to reduce risk, or it might involve moving it as much as possible so as to blow away more aliens.
The Levels
In the listing for each level, the gate(s) which exist on that level are indicated with a letter, an arrow "->", and the name of the level which that gate leads to. Different letters indicate different possible positions of the gate, as shgown in this diagram:
+--------------------------+ | B | | A D E | | C | +--------------------------+
This is meant to be a schematic representation of the level; your ship starts out at the left and proceeds towards the right.
For example, in the first level ("BASE"), it says "A -> ZYBX, E -> RAZE". This means that there are two gates: one at position "A", and another at position "E". You have to go through two "waves" of alien attack to get to a gate at position "E".
Each level's entry also tells which "friendly aliens" can be found on that level, and where. The symbols used are as follows:
@: "Floating Eye". Hovers below your ship and shoots a fireball horizontally. *: "Plasma Ball". Hovers above and behind your ship, until you fire, at which point it wanders off (usually towards the closest enemy) and attempts to destroy enemies by touching them. ^: "Death Arising". Hovers above your ship and shoots a red "laser beam" straight up. >: "Sonic Dart". Hovers above and slightly ahead of your ship and shoots a vertical white "sonic pulse", which moves to the right and enlarges as it moves away. The result is a continuous triangular wave of pulses which "sweeps out" virtually everthing in front of your ship.
The description also tells where the alien is found. Note: You won't find the alien if your ship is already accompanied by an alien of the same type.
The levels are numbered in such a way that the gates always lead you to a higher-numbered level. Also, whenever possible consecutive levels have been given consecutive numbers. (Most levels only have one gate.)
1. BASE: A -> ZYBX, E -> RAZE 2. ZYBX: B -> NYXX, C -> XRXS, D -> NEAT 3. XRXS: A -> ANEX 4. ANEX: A -> NEAT, E -> BARE 5. NEAT: A -> YARR 6. YARR: B -> EYES. *: Near bottom, at end. 7. EYES: A -> NYXX, D -> BARE 8. NYXX: C -> ZYRB. @: Near top of screen. 9. ZYRB: A -> SRYX 10. SRYX: A -> BARE 11. BARE: A -> STAX, D -> XRAY
As soon as possible, move the ship straight up to the top of the playfield. Do *not* move left or right. The dragon will fly into your tailjets and get killed instantly.
A description of the "real" strategy for killing the dragon is given below under level "NERB".
12. XRAY: A -> RATT. *: Near top of screen. 13. RATT: A -> NYET 14. NYET: A -> RAZE
One easy way to get through this level is to stay on the bottom and never shoot. Of course, you don't get many points this way!
15. STAX: A -> SZZZ 16. SZZZ: A -> RAZE. *: Middle of screen, at beginning. 17. RAZE: A -> TRYX, B -> ROXX, C -> TRAX, D -> TERA 18. ROXX: A -> NERB 19. NERB: A -> TREY. @: Stay above partition, after dragon.
The dragon in this level is like the one in "BARE": It can be killed only by having its "head" contact your tailjets. None of the alien helpers affects the dragon.
To slay the dragon, note that it travels on a grid of circles. It will always stay in this grid.
Here's a rough sketch:
: : : : '. .' '. .' '. .' .'''. .'''. .'''. .' '.' '.' '. : :xxx : : '. .'. .'. .' '...' '...' '...' .' '. .' '. .' '. : : : :
The dots, quotes, and colons represent the path of the dragon. The key is to get your ship into the position marked "xxx" in the center of one of the circles. Avoid the dragon until you can see where the "center of the circle" is, and then put your ship there when the dragon is out of the way.
Once in the center of the circle, your ship is entirely safe. After a while, the dragon's path repeats; when it comes round the circle again, it will fly through your tailjets and die.
(Actually, this doesn't always happen. Sometimes your ship is a little too far to the right and the dragon will just "chirp" a little as it goes by. If this happens, move your ship to the left a *tiny* bit and wait for him to come around again.
Note: This strategy has to be modified somewhat in "SSSS", where you get more than one dragon at a time.
20. TREY: A -> STAR. >: Third set of partitions, top. 21. STAR: D -> SSSS, C ->BYTE. @: First set of partitions, bottom.
The "B" gate is under the second partition. It's also sort of hard to enter.
22. SSSS: A -> BREX
The dragons in this level come in groups of two or three. This makes things more difficult, because they don't always travel on the same "grid".
The strategy is the same, but since the dragons travel on different grids, you'll have to keep moving your ship. If you can't move fast enough, use your shields -- they will get you out of the way much more quickly. (However, you'll be dead if you're caught between two dragons or caught between a dragon and the edge of the playfield.) Dodge the dragons repeatedly until you see what pattern they follow. Each one follows a repeating path. Then, kill them off one-by-one, using the method described in "NERB".
23. TERA: A -> BYTE 24. BYTE: A -> BETA. >: Near bottom of screen. 25. BETA: B -> TRAX, E -> NEST 26. TRAX: A -> ZEBA 27. ZEBA: A -> TRYX, E -> ROXY. @: Near top. 28. TRYX: B -> STYX
In this level, the "floor" restricts the ship to the top half of the play-field. However, there is a "hidden feature" or "easter-egg" which allows you to access another gate "below the floor". Here's how you find it:
*** HEY! WOULDN'T YOU RATHER FIND THIS FOR YOURSELF? I THOUGHT
*** SO. IF YOU'RE NOT A WIMP, YOU'LL SKIP THE NEXT FEW PARAGRAPHS.
Immediately put on your shields and move the ship down, to kill the alien tanks. Then, start dropping bombs (using your shields when necessary to kill newly-appearing aliens). You will notice at one point the bombs appear to go through the floor. At this location is an invisible "hole" through which you can fly your ship.
It will probably take a few tries before you get through, because the hole is rather small. Once you get through, you maneuver through a couple of minor obstacles and then find the gate. It leads you to the "easter-egg level", whose name is " ". (Four blank spaces: this level, therefore, can't be accessed directly as the others can because its name cannot be entered.)
The easter-egg level is fun. It also gives you all four alien helpers: @, *, >, and ^.
*** END OF WIMP'S SECTION ***
29. STYX: A -> YARB 30. YARB: A -> BREX 31. ROXY: A -> NEXA 32. NEXA: A -> NEST 33. NEST: A -> EBYX 34. EBYX: A -> BREX. *: Middle of screen (can't miss it). 35. " ": A -> NERB. *, @, ^, >: all near bottom, near beginning.
This is the easter-egg level. Description of level "TRYX" above tells you how to get here.
Since this level leads back to an "earlier level", it is possible to loop, and thus (in theory) to play Gates of Zendocon forever: NERB->TREY->STAR->BYTE->BETA->TRAX->ZEBA->TRYX->here->back to NERB.
36. BREX: B -> ZEST, C -> SEBB, D -> STAB. ^: Near bottom, after a long sequence of towers with yellow-and-gray pyramid-shaped tops. 37. ZEST: A -> ZORT. *: Bottom of screen, under stalactite. 38. ZORT: B -> STAB, E -> BRAN 39. BRAN: A -> BROT 40. STAB: A -> BOXX. @: Middle of screen, at beginning. 41. BOXX: C -> SEBB, E -> TENT
Here's a map of this level. "[]" represents a box which is hard to shoot, "<>" represents one which is easy. "C" and "E" show the locations of the gates.
(left half:) +--------------------------------------------------------/ | <><> [] <> [] [] <> [] <> [] <> / | [][] [] [] [] <> [] [] [] [] [] | <> <> <> [] <> [] [] [] [] [] | [][] [] [] <> <> [] [] [] <> [] / | [] [] [] [] [] [] <> [] [] [] / +------------------------------------------------------- (right half:) /-------------------------------------------------------+ / <><><><> <> <><><><><><><><>[][][][] [] | [][][][] [][][][][][][] <>[][][][][][] [] | [][][][] <>[][][][][][][] <>[][][][][][] [] E | / [][][][] [][][][][][] <>[][][] [][] | / [][][][] C [][][][][][][] <><><><><><> | --------------------------------------------------------+ 42. TENT: A -> BROT. *: Near middle. 43. SEBB: A -> SNEX. ^: Near bottom. 44. SNEX: C -> ZAXX
Yes, the "tank/truck" objects can be destroyed! However, it's a very complex operation.
45. ZAXX: A -> BROT 46. BROT: A -> STOB. >: Near bottom.
So-named because of the Mandelbrot Sets used in the background?
47. STOB: A -> XTNT 48. XTNT: A -> BOTZ 49. BOTZ: A -> SNAX 50. SNAX: A -> ZETA, D -> NEAR 51. NEAR: A -> ZETA. *: Near bottom. @: Near top, immediately after *. >: Near bottom, shortly after @. 52. ZETA
This is the "penultimate level", as it were. The object is to shoot at the object which slowly moves up and down along the right edge of the screen. Every now and then, this object will "open its eye"; this is the only time when it's vulnerable. The second time you successfully hit it when its eye is open, everything on the screen blows up and you are sent to the endgame.
NOTE: If you have alien companions, they will be destroyed along with everything else! (However, they still help you get through this level.) The consequence of this is that when you face Zendocon, you always face it alone.
53. Endgame
In the final screen, you fight it out with Zendocon itself, the evil spider-monster which rules all the other aliens you've been fighting. To make it through this level, use the following procedure: Zendocon appears on the right edge of the screen and moves horizontally towards you. While firing the lasers continuously, move your ship down slowly. You will eventually find a point at which your lazer-fire makes "explosions" appear on the monster.
When Zendocon is getting close, move your ship to the left and *up* out of the way. It can touch your ship without hurting you, but you want to avoid having it cover your ship entirely. Use your shields if it's a close call.
When it starts heading back towards the right, move your ship back down to fire at Zendocon's "soft spot" again. Use your shields when necessary to keep the "eyeballs" from hitting you. After the first couple of left-right "cycles" of Zendocon's movement, you'll be able to position your ship so that you can hit the soft spot and also avoid touching the eyeballs (because Zendocon slowly drifts up as it moves back and forth.)
Using this technique, you should be able to hit Zendocon enough so that it dies after five or six repetitions of its left-right path. If you don't, it will start moving around the screen diagonally. This means it's probably too late -- but in a last-ditch effort, put on your shields and fly into its "mouth". This might do it in.
If you kill Zendocon and then "commit suicide" by crashing your ship into the floating eyes, you're given another ship and have to kill Zendocon again. If you lose your last ship in this way, you lose the game. Killing Zendocon multiple times doesn't increase your score all that much, but it's something to do if you have lots of extra ships at the end of the game.
Shortest Route From Start to Finish
Fifteen screens, plus Zendocon. There are three equally short paths from BREX to BROT:
,->ZEST->ZORT->BRAN-. BASE->RAZE->TRYX->STYX->YARB->BREX--->STAB->BOXX->TENT--->BROT-. `->SEBB->SNEX->ZAXX-' | ,---------------------------------' `->STOB->XTNT->BOTZ->SNAX->ZETA->endgame
At BASE, take the second gate. At RAZE, take the first. At TRYX, STYX, and YARB you have no choice (disregarding the easter-egg in TRYX). At BREX, choose whichever path you like best (if you choose the upper path, take the second gate at ZORT; if you choose the middle path, take the second gate at BOXX.) From BROT to SNAX you have no choice; at SNAX take the first gate.
A typical final score for the "shortest route" is around 100,000. (Or 10,000,000 in the "hard" mode -- good luck!)
Gates of Zendocon Map:
Each level's gates are numbered left to right, top to bottom, as the terrain scrolls from left to right.
Start AAAA -->BASE 1 2/ `--. / ZYBX 2 / 1/|3 `--. / / | XRXS / / | | / / | 1 ANEX / / | .--' |2 / / NEAT | / / | | | | YARR | | | | | | | 1 EYES | | | .--' /2 / | NYXX / / | / / / | ZYRB / / | | /______/ | SRYX / | / | BARE 2 | 1| `--. | | XRAY | STAX `--. | | RATT | | | SZZZ NYET `--. .--' `----------->RAZE___ 2 1/|34 `--------ROXX / | `--. / | NERB / | _ | / | TERA TREY / | | .--' / | | 2 STAR / | | .--' |1 | | BYTE SSSS | | | | | | 1 BETA | | | .--' |2 | | TRAX | | | | | | | 1 ZEBA | | | .--' |2 | | TRYX ROXY | | | | | | STYX NEXA 1 | | | |2 `--. | | YARB | NEST | | | | ____ | EBYX | | .--'-------<-' 1 BREX .---'2| 3___ ZEST | / | / | STAB / | | ZORT | | | | | | | 1 BOXX | | .--' |2 | SEBB | | .--' TENT | SNEX / | | / BRAN ZAXX / `--------`--. / BROT | STOB | XTNT | BOTZ | SNAX 2 1| `--. | NEAR | .--' ZETA