==============================================================================
Gun-Dec / Vice: Project Doom (FC/NES) (1991)
==============================================================================

 Gun-Dec and Vice: Project Doom Copyright 1991 Sammy

 This document is created by Faididi and Co. (faididi@yahoo.com)
 Copying or distributing this, in whole or in part, for profit
 without the explicit permission of the author is prohibited.


------------------------------------------------------------------------------
[-] Document Version History
------------------------------------------------------------------------------

Version 2002 (2002-04-12 Friday)
 - Initial release.

Version 2003 (2003-07-19 Saturday)
 - Corrections made.

Version 2004 (2004-07-19 Monday)
 - Corrections made.

Version 2005 (2005-07-19 Tuesday)
 - Document streamlined.

Version 2006 (2006-07-19 Wednesday)
 - Document streamlined.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.

Version 2009 (2009-07-19 Sunday)
 - Corrections made.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


==============================================================================
[0] Contents
==============================================================================

[1] Overview
 [1.0] Game Version Differences
 [1.1] Story
 [1.2] Characters
 [1.3] Controls
  [1.3.1] Action Platformer Mode
  [1.3.2] Driving Mode
  [1.3.3] Rail Shooter Mode
 [1.4] Weapons
 [1.5] Items
 [1.6] General Tips

[2] Strategies
 [2.0] Prologue
 [2.1] Stage   1: Route 246
 [2.2] Stage   2: Waterfront (Construction Site)
 [2.3] Stage   3: Chinatown
 [2.4] Stage   4: Port
 [2.5] Stage   5: Ricardo Range
 [2.6] Stage   6: Warehouse 0001
 [2.7] Stage   7: Train and Sewers
 [2.8] Stage   8: Power Plant
 [2.9] Stage   9: Bio-Tech Laboratory
 [2.A] Stage  10: Harbor
 [2.B] Stage  11: BEDA Corporate Headquarters
 [2.C] Epilogue and Staff Credits

[3] (reserved)

[4] Miscellaneous Information
 [4.1] Debug Mode
  [4.1.0] Game Speed Modifier
  [4.1.1] Movie Viewer
  [4.1.2] Sound Test
 [4.2] Boss Strategies
 [4.3] Patch Codes
 [4.4] Game Genie Codes

[5] Reference
 [5.1] Game Source Information
 [5.2] Really Small Details
 [5.3] Document Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Sammy's Gun-Dec (a.k.a. Vice: Project Doom) is an action platformer that
 also features a space shooter-like driving mode and a rail shooter mode.


------------------------------------------------------------------------------
[1.0] Game Version Differences
------------------------------------------------------------------------------

 - The languages used are different.

 - Some of the names are different.

 - The Title Screens and the Staff Credits are different. In Vice, "Staff"
 is changed to "Staff Credits," and there is an additional reference to
 American Sammy.

 - In Vice, a bullet that enters the head of a person getting shot is
 not shown.


------------------------------------------------------------------------------
[1.1] Story
------------------------------------------------------------------------------

   The City, like any other metropolis in 2139, has its darker sides. However,
 what makes it so special is its bunch of wackos and other "monsters."

   Plagued by increasing cases of insane criminals and mutants, authorities
 now believe that a new and highly lethal substance is to blame. The City's
 forces are pulling extra shifts in hopes of stopping this madness, but
 the situation hasn't become any less bleak. Hart knows this. He has been
 on the prowl for weeks without finding any leads.

   Meanwhile, from his office at the top of the company headquarters
 towering over the City, the BEDA president stares out into the cloudy,
 lightning-ridden skies. His plans haven't encountered any major setbacks
 so far, and it is almost time....


------------------------------------------------------------------------------
[1.2] Characters
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.1] Good Guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Hart Bravam (a.k.a. Quinn Hart), 27 years of age
 A hardened ex-mercenary currently working as a member of the VICE agency.
 His origins are a mystery.

Cris Fohset (a.k.a. Christy), 22 years of age
 A fellow investigator and a friend of Hart. She is one of the few people
 Hart can really trust.

Sophia Koizumi, 26 years of age
 A private detective, and another friend of Christy and Hart.
 Hart relies on her to pick up interesting tidbits of information.

Jeff Reese, 35 years of age
 A former soldier, and an old pal of Hart. He has been missing for a while.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.2.2] Bad Guys
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

BEDA
 The shadowy and powerful corporation that manufactures the strange substance
 ("Gel") afflicting the City. This substance makes disturbing changes to the
 minds and bodies of its users, gradually turning them into homicidal madmen
 or worse. Prolonged exposure to it carries horrific consequences.

Meranii Fohra (a.k.a. Damian Hawke)
 The enigmatic president of BEDA. His assistant is Hammer (a.k.a. Jacobs).

Armored Truck Madman
 This mutant has been human once, but now he is an insane monster, tearing
 through streets in an armored hover truck while brandishing a big-ass gun.

Paitan (Rat Man)
 Unlike many other mutants, this guy seems to have retained his intelligence,
 which, coupled with his incredible strength, makes him a very dangerous foe.

Kim Ron
 A notorious crime lord known to operate from within the Chinatown district.
 Besides dealing in illegal substances and arms, he also practices the dark
 arts, endowing himself with great magical powers.

M-5 Scorpion
 An automated tank used to guard one of BEDA's compounds, terrorizing
 potential intruders with its size and its fearsome weapons.

PCU-100 Vardkin
 Another product of BEDA. The PCU series is known to incorporate experimental
 cybernetic technology.

PCU-110 Rogue
 The successor to the Vardkin. Like its older cousin, this killing machine
 is fast and deadly.

Proton
 Rumors tell of how this menace came into being after an "accident." If it
 really exists, it is probably hiding inside one of BEDA's many facilities.

Gu-Matonn Combat Suit
 A result of BEDA's bio-tech research and development. This suit grants its
 wearer unsurpassed might, but its eerie mask seems to have eyes of its own.

Centipede
 A robot that resembles a gigantic centipede. It patrols the isolated roads
 near the BEDA headquarters.

Spike (mutant crawler)
 Is this guy wearing a harness made out of spikes, or are those sharp pointy
 things actually coming out of his skin? He is a pretty crappy enemy, since
 he only crawls left and right.

Ho Par (zombie)
 Found among the monsters are walking dead, or are those hopping dead? Unlike
 the zombies of certain Western cultures, Chinese zombies jump with their
 arms held out in front of them. There are none of those paper charms that
 Hart can slap onto this guy's forehead, so he must resort to messier means
 of dispatching this corpse.

Dragon Wing (dragonfly)
 Lesser animals, including insects like this, tend to grow into gigantic,
 distorted versions of their former selves when exposed to BEDA's substance.

Jack (ghost)
 A pumpkin-headed mutant who can fly and toss boomerang-like sickles.
 Takes two hits to kill.

Fire Thrower (wizard)
 A henchman of Kim Ron who shoots high but short-range fireballs.

Bo Master
 A henchman of Kim Ron who charges at intruders with his staff when they come
 close enough to him.

Tabby (leopard)
 This killer cat is kept by Kim Ron as a patrol animal. It runs and leaps
 with fierce speed.

Bird (hawk)
 A feathered fiend who attacks prey with multiple rapid dives.

Razor Fish (blue fish)
 This mutant piranha is no longer confined to water when it is looking
 for food. It can leap out and spit tiny blades made of bio-energy.

Brute (red brute)
 This burly guy dresses in red and wears a helmet to mask his features.
 He jumps around with a thick sword.

Gunner (green rifleman)
 A mercenary hired by BEDA. Although he likes to stand up, he always ducks
 to shoot low.

Rifleman (blue rifleman)
 This dude follows his targets, stopping at a certain distance to fire
 either high or low automatic bursts.

Short-Range Grenadier (cannon soldier)
 This mercenary launches explosive shells with his cannon.

Iron Brute (disc thrower)
 He hurls indestructible discs, which can be knocked upward when whipped.
 Takes two hits to kill.

Sewer Rat
 A mutated rat who jumps around in the dark, hunting for prey.

Sewer Bat
 A mutated bat who flies around in the dark, hunting for prey.

Blue Ninja
 He runs up to his targets, jumps, and then proceeds to thrust downward
 with his katana.

Red Ninja
 He leaps up from the bottom of the screen and then throws several knives.

Orange Ninja
 He crawls along the ceiling, waiting for victims to pass by underneath
 before dropping down with his sword drawn.

Spark Ninja
 He jumps quickly toward his targets, using his charged form to
 electrocute them.

Monitor
 A hovering spherical security device. It can ram intruders to death.

Viron
 This tall patrol drone is vulnerable only at its head.

Be 'Te-Ra
 A glop-like mutant who sags all over the floor when it is inactive.
 It can either shoot or charge at intruders.

Vashna (claw mutant)
 This guy tries to stomp his victims to death, and then he shoots out his
 claws to make sure his job is finished. He is very agile for his size.

Guardian
 His tail resembles a fish's. He can release slightly inclined shots
 from his large claws.

Jester (juggler)
 A strange person who likes to hop around and throw bombs.


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[1.3] Controls
------------------------------------------------------------------------------

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.1] Action Platformer Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 In Action Platformer Mode (Battle Action Mode), Hart has to run and jump his
 way to the end. The screen can scroll horizontally, vertically, or in all
 those directions. Items dropped will fall straight down until they land on
 something or go into a pit.

Movement Pad (D-Pad) - Move. Press Left and Right to run. Press Up and Down
 to climb ladders. (Hart automatically hangs onto any ladders he touches.)
 Press diagonally downward to crouch-run.

Attack Button (B) - Use the equipped weapon.

Jump Button (A) - Jump. No matter how long this is pressed, the height of
 the jump will be the same.

Weapon Select Button (Select) - Cycle forward through the weapons.

Pause Button (Start) - Pause.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.2] Driving Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 In Driving Mode (Car Chase Mode), Hart has to blast enemies and avoid
 other obstacles while blazing down the road, space shooter-style.
 The screen will keep scrolling vertically. Items dropped will fall
 straight down until they go off the screen.

Movement Pad (D-Pad) - Move (relative to the screen).

Fire/Attack Button (B) - Fire the machinecannons.

Change Speed Button (A) - Cycle through the gears, oscillating between
 gears 1 through 3. The higher the gear, the greater the car's speed
 (relative to the screen).

Pause Button (Start) - Pause.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.3] Rail Shooter Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 In Rail Shooter Mode (3D Shooting Mode), Hart has to blow away bad guys
 who appear in front of him. The screen will keep scrolling toward the right
 until it reaches the end. Items dropped will remain where they are until
 they are scrolled off the screen.

Movement Pad (D-Pad) - Move the targeting reticle (relative to the screen).
 Move the reticle over items to obtain them.

Fire/Blaster Button (B) - Fire the gun.

Grenade/Bomb Button (A) - Throw a grenade.

Pause Button (Start) - Pause.


------------------------------------------------------------------------------
[1.4] Weapons
------------------------------------------------------------------------------

 The weapons deal the same amount of damage per blow, although the grenades
 may hit enemies multiple times in one blast.

Weapon: Whip
Ammunition: infinite
Notes:
 Hart's energy whip. It can quickly hit enemies from several angles, but it
 has a short range and cannot be used during the rail shooter scenes. (In the
 Japanese version of the Instruction Booklet, this is called a Lightsaber.)

Weapon: Gun
Ammunition: 20 rounds default, 99 rounds maximum
Notes:
 Hart's pistol fires rounds designed to take down humans and mutants alike.
 During the action platformer scenes, this can shoot up to two short-range
 bullets onto the screen at a time. During the rail shooter scenes, Hart
 must rely on this as his primary means of expressing his anger. (In the
 Japanese version of the Instruction Booklet, this is called a Blaster.)

Weapon: Grenade
Ammunition: 5 grenades default, 99 grenades maximum
Notes:
 The grenades Hart throws will arc through the air before detonating on
 impact, making them effective against distant enemies. Their large blast
 radius is also an advantage during the rail shooter scenes.

Weapon: Machinecannons
Ammunition: infinite
Notes:
 The vehicle Hart drives doesn't just come with a big engine. Mounted at
 its front are heavy-duty machinecannons, which are excellent for eliminating
 mutants, roadside junk, and obnoxious bicyclists.


------------------------------------------------------------------------------
[1.5] Items
------------------------------------------------------------------------------

 All regular enemies drop items when they are defeated, but those items are
 randomly determined.

Item: Coin
Notes:
 The most common item. Collect 100 Coins to earn a 1-Up. His salary being
 lousy, Hart has lowered himself to picking up loose change from the streets
 to pay for the gas home.

Item: Drink
Notes:
 A tasty juice beverage. Restores 2 Life Points. Probably at Christy's
 insistence, Hart now pumps down this instead of cold booze to relieve
 the stress from his job. Not quite as macho, but undeniably effective.

Item: Meat Bone
Notes:
 A joint of delicious meat. Restores 10 Life Points. Burp.

Item: Pistol Magazine (Box B)
Notes:
 Adds 10 pistol rounds. Hart's leather jacket always has enough pockets
 for more magazines.

Item: Grenade Pack (Box G)
Notes:
 Adds 5 grenades. Hart also has room for his bombs, but he isn't telling us
 where he hides them.


------------------------------------------------------------------------------
[1.6] General Tips
------------------------------------------------------------------------------

 - Hart begins every Stage with 20 Life Points and 250 seconds on the Timer.

 - For some reason, Hart can pull more ammunition out from nowhere if he
 runs dry. When he has no pistol rounds left, he will get five more after
 three seconds. When he has no grenades left, he will get two more after
 three seconds. This is meant so Hart won't be defenseless if his ammunition
 hits zero during the rail shooter scenes, but he shouldn't rely on this too
 much to save his ass.

 - Enemies can easily scroll back onto the screen, so be careful when
 backtracking during the action platformer scenes.

 - Hart can avoid many attacks by crouch-running, which is also just as fast
 as normal running.

 - Hart can run across pits that are no wider than a single block. Doing
 so helps in areas where there are lots of these small pits and where aerial
 dangers make jumping unfavorable.

 - During the driving scenes, don't collide into walls, which will damage
 the car. Hart has infinite ammunition during these scenes, so he should
 keep firing to clear the path of heavy obstacles, like rocks.

 - Whenever Hart switches gears, flames will thrust out from the back of his
 car. Besides making him look cool, these flames can kill enemies, although
 their short range makes them impractical most of the time.

 - During the rail shooter scenes, any enemies and grenades flying toward
 Hart can be shot out of the air, but killing the bad guys before they
 even attack is better.

 - If Hart gets wasted (or a Time Over) during the action platformer or
 rail shooter scenes but has at least 1 Life in reserve, his ammunition
 will be reset to the default values, and he will restart from the
 beginning of the most recent, non-boss Subsection. If Hart gets wasted
 during the driving scenes, he will continue from where he has died.

 - If it's Game Over, Hart's Score is reset to 0, and he may continue
 by restarting from the beginning of the most recent, non-boss Section.
 (A Section is a portion of a Stage that is different in theme.)
 There are infinite Credits.


==============================================================================
[2] Strategies
==============================================================================


------------------------------------------------------------------------------
[2.0] Prologue
------------------------------------------------------------------------------


Story:

   Thunder echoes throughout the night skies, the City below glistening
 as white streaks tear through the rumbling clouds. The BEDA president's
 reflection appears on the dark glass window of his large office, its
 image becoming one with the storm over the horizon.

   "Look at this prosperous, ripe world! All of it, an open market at
 my command!," the president muses, "Yes, the future of these people
 depends upon me!" He then turns his attention to his assistant.
 "Jacobs! Update me on the status of 'Project Doom.'"

   "Yes, sir! Progress is as scheduled," Jacobs reports, "however, there is
 one small problem. One of the subjects has escaped, and we haven't been able
 to locate it yet."

   "Find it and cancel it! This operation cannot be compromised."

   "Yes, sir!"

   "How is 'he' doing?" The president's tone has suddenly changed, somewhat
 relieving Jacobs.

   "He spends most of his time with... them. Should I bring him to you?
 It may be about time."

   "No!," the president quickly replies, startling his assistant,
 "Leave him alone. He will come, just as I did 30 years ago." Jacobs
 then hears him remark, "It's raining," as though the president is
 lost in old memories, his gaze never leaving the black skyline outside
 the window.


------------------------------------------------------------------------------
[2.1] Stage 1: Route 246
------------------------------------------------------------------------------


Story:

   "Hart!," Christy's voice calls out over the radio, pulling the man's
 thoughts back to the present, "Maniac loose in Area 'D' on Route 246.
 Take him down - nice and easy!"

   "Yeah, I got 'em!," Hart replies. He has been prowling through the streets
 for several nights now, and reports of these psychos have only continued
 to rise. Things don't seem like they are going to improve any time soon.
 "Just what I needed, another nutcase loose in the City...," he mutters
 as he revs up his engine, "It's showtime!"


General Hints:

 Not surprisingly, this scene is the easiest Stage in the game. Drive down
 the center of the road and keep firing, killing whatever gets in the way.
 While light objects (wooden horses, cones, trash bags, and trash cans) can
 be plowed through harmlessly, crashing into heavy stuff (crates and boulders)
 will cause the car to spin out of control. Also avoid colliding into walls.


Walkthrough:


[2.1.1] Stage 1-1

 Begin the pursuit by shifting into a high gear and plowing through
 construction materials. Kill the blue civilian cars for fun and to
 get some Coins. The road will eventually narrow a bit.

 While the going is easy, why not collect some pistol rounds and grenades?
 Avoid or blast the rocks and wooden crates. (The crates tend to hide items.)
 Watch out for those orange monsters and the blue mutants who approach in
 single file formations. The enemies, like the blue cars, may drop Coins when
 they die. When the road widens, Hart will catch up to the runaway maniac.


Boss: Armored Truck Madman

 This happy trucker stays near the top of the screen. He periodically
 unleashes two simultaneous attacks. The first attack consists of plasma
 spread shots that are aimed downward. The second attack consists of twin
 small enemies, released on either side, who will dart down toward Hart.

 Hart should stay within the bottom portion of the screen, so he has
 enough time to swerve around the plasma bullets. He can avoid or shoot
 the small enemies. While he is doing all of that, Hart should keep
 pounding the trucker up the ass.

 If Hart is feeling cocky, he can drive right up in front of the trucker
 and burn him with his car's thrust. Hart will need to switch gears really
 fast while keeping up with the truck if he chooses to do this.


------------------------------------------------------------------------------
[2.2] Stage 2: Waterfront (Construction Site)
------------------------------------------------------------------------------


Story:

   Torn up by Hart's mighty onslaught, the truck finally erupts into a fiery
 blaze, crashing to a halt on the broken asphalt. Hart pulls over and steps
 out of his car. He and the wreck are by an old, abandoned construction site.

   "Oh well, should have surrendered while he had the chance...," Hart
 thinks to himself as he grins, the orange glow of the flames glinting
 off his shades. Dragging out the body and the rifle and then checking
 with his car's computer, Hart becomes worried. "Hmm, there's no record
 of this... guy," he notes, "but, his hands? His fingers were twisted. They
 weren't human, more like claws.... And that gun he carried! Talk about
 the creeps!" Hart inspects the rifle, examining its components as Christy
 arrives to help the other agents who have already reached the scene.
 "Christy, can you run a check on that stuff we found in the vehicle?"

   "Sure!," she answers as she pulls out her equipment.

   Suddenly, Hart realizes he is being watched. "Who's there?!," he calls
 out as he turns toward the dark girders behind him, "Show yourself!"

   "Don't worry, just your guardian angel!," rasps out a hidden voice,
 "Hmph, hmph, hmm...."

   Hart draws out his weapon and chases the fleeing shadow.

                                * * *

                    ---- Vice: Project Doom ----

                                * * *


General Hints:

 Watch out for those collapsing girders. Hart has to step and jump carefully,
 killing the bad guys so they won't knock him into the pits.


Walkthrough:


[2.2.1.A] Stage 2-1-A

 Run forward and waste the crawling mutant (Spike), and then take out his
 two zombie friends (Ho Par). Jump over the pit and kill the dragonfly
 (Dragon Wing) and another zombie.

 Don't step on the cracked portions of the girders, or else they will
 immediately collapse. If Hart is standing on them while they are falling,
 he will have a very tough time jumping off from them.

 While moving forward, kill more mutants and zombies, including those who
 drop down from the top of the screen. The Checkpoint is at the far right.


[2.2.1.B] Stage 2-1-B

 When Hart moves ahead enough, the girders behind him will begin collapsing
 on their own. Dash forward, and don't stop until reaching the ladder.
 Hart can actually get through this place without killing any of those
 pesky dragonflies. The far right leads to nowhere, so climb down the
 ladder and pass the Checkpoint.


[2.2.1.C] Stage 2-1-C

 Drop down to the left and kill the crawler, or ride down on that chunk
 of cracked girder and then run off to the right afterward to get onto
 safe flooring. Hop right onto the conveyor belt, killing zombies and
 dragonflies along the way. Hart can let the dragonflies approach him
 instead of charging toward them himself.

 For the huge pit, Hart should climb until he is one-third the way up from
 the bottom of the first ladder before jumping over to the second ladder.
 The pumpkin-headed ghost (Jack) tosses a boomerang-like sickle, and he takes
 two hits to kill. Get up on the girder when he isn't attacking, and then
 crouch-run up close and whip him. Also kill the two zombies who drop down.

 Fall down to the conveyor belt when the bottom is clear of the crawler and
 the second ghost's sickles. Duck and whip to kill both of them, and then
 get to the ladder and the Checkpoint.


[2.2.1.D] Stage 2-1-D

 Drop down and kill the crawler. At the bottom are a ghost and a wizard
 who shoots short-range fireballs. Whip the ghost and toss a grenade at
 the wizard. Climb down the ladder to meet the boss.


[2.2.2] Stage 2-2 (Loading Area)


Boss: Paitan (Rat Man)

 This hairy hulk starts off on the far right side of the screen, hurling
 girders toward Hart. Paitan can toss high, middle, or low, but he gives
 no indication as to which height he will toss. Hart can kneel under high
 beams, but he must jump on top of middle and low ones. Running along the
 top surface of a girder is fine, but getting caught by its side is bad.

 Hart can stay far away and toss grenades at the boss, but to take out
 Paitan quickly, Hart should charge up to him, kneel, and whip like crazy.
 By ducking while attacking, Hart will avoid the high beams and deal more
 pain to Paitan first. If the boss leaps away to the other side, pursue
 him and resume attacking him.


------------------------------------------------------------------------------
[2.3] Stage 3: Chinatown
------------------------------------------------------------------------------


Story:

   The mutant lies dead in a pool of his own blood, his stained fur torn
 apart by Hart's weapon. "What's going on around here?," Hart wonders
 aloud, "Christy!?"

   "Sorry, it's me - Sophia," replies the friendly figure emerging from
 the back, "Christy asked me to check out that... 'stuff', and what I've
 been able to find all leads to Kim Ron."

   "Kim Ron!?"

   "Rumor has it that he practices black magic."

   "Hmm...." Images of some creep in ancient armor wielding evil powers
 and sharp weapons race through Hart's mind, and the fact that this
 Kim Ron character is a notorious crime lord isn't helping. Nevertheless,
 Hart decides to take a trip to Chinatown. Maybe the man can shed some
 light onto this mutant business.


General Hints:

 The enemies here are faster than the ones in the previous Stage, but they
 still don't pose too much of a threat to someone like Hart. Bottomless
 pits are no longer as prevalent, but there are dangerous fires left burning
 on the streets. Where is that damn fire department when you need it?


Walkthrough:


[2.3.1.A] Stage 3-1-A

 Go right and kill the leopard. If it jumps past, it may come back. Up on the
 fence is a wizard. Jump up and whip him from the bottom. Now hop up on the
 same fence and go up to the high stone platform. Kill the bo master there who
 charges forward when he is approached. Avoid the fire when jumping down, but
 watch out for fireballs from a wizard on the fence at the other side. Jump
 onto the blue crates. Watch out for another leopard and three bo masters.

 Leap across the very large pit ahead, and prepare to duck. A leopard will
 approach from the back, along with a wizard and a bo master from the front.
 Kill them all. While jumping over a series of fires, watch out for several
 more leopards. Stop between jumps to whip them. Waste a ghost up ahead.
 Jump on the ledge and over to the other side, where there are more ghosts,
 leopards, and bo masters.

 At the last fence, there are even more leopards. Where the hell does Kim Ron
 keep all these damn cats? Just duck and whip them all to death. Take care of
 the ghost, and then climb the high ladder up to the Checkpoint.


[2.3.1.B] Stage 3-1-B

 Man, Chinatown is in serious need of repair. Watch how the sparks move,
 and then jump over them. There are more dragonflies, sparks, and wizards
 as Hart works his way to the right. The next ladder is guarded by a ghost,
 along with his wizard buddy at the top.

 Crossing the last cable is tricky, because a ghost from the bottom can come
 up to toss a sickle, and there are dragonflies zipping around the place.
 Whip the ghost's head when it rises above the cable, and climb down the
 ladder toward the Checkpoint.


[2.3.1.C] Stage 3-1-C (Hideout)

 Hart is now entering the hideout of Kim Ron. Check out those lion statues
 and torchlights in the back. Kill the crawler and the wizard, jump over
 the flames, and then go through the opening to the right.


[2.3.2] Stage 3-2 (Inner Sanctum)


Boss: Kim Ron

 Kim Ron will jump around the place, casting forth a tongue of fire whenever
 he lands. After doing this flame attack every three times, he will always
 leap to a far edge and then charge across the screen, spinning his bo,
 before repeating his fire attacks.

 Hart can duck underneath the flame tongues if he moves close enough
 to the boss. Crouch-run toward the boss and hit him while staying low.
 During Kim Ron's leap before his dash attack, quickly hop up onto one
 of the two pillars in the room, and then prepare to leap again. Hart
 can avoid the dash attack only by jumping from the top of a pillar.
 Afterward, crouch-run back up to Kim Ron and resume whipping his ass.


------------------------------------------------------------------------------
[2.4] Stage 4: Port
------------------------------------------------------------------------------


Story:

   Oops, too much force again. The crime lord spews up a fountain of red
 and won't be talking again any time soon. As Hart wipes his hands clean,
 Christy bursts through the door. Hey, it looks like the rest of the team
 has finally caught up.

   "Hart! Guess what I came across! That rogue driver's gun turned
 out to be military issue - army top secret!," pipes his excited
 colleague, "Oh, and guess what the boys in forensics found."

   "They found out what's in the 'stuff'?"

   "No, not yet. But, they said that the dirt found on his clothes
 is native to South Central America."

   "South Central America!?"

   "Well, there's been some news of trouble coming out of this town
 called Ricardo. Might be worth checking out."

   "Well, even though it's a little early in the season, I guess my
 vacation's going to be spent in Ricardo!"

                                * * *

   As Hart walks through the port where a small flight is waiting for him,
 shadowy figures approach. The metal of guns glints even in the dim lighting,
 and Hart instinctively draws out his weapon. Apparently, somebody doesn't
 want him to leave alive.


General Hints:

 This Stage is played in two modes. For the action platformer part, watch out
 for rifle-wielding bad guys and leopards while hopping across the crates.
 Enemies who drop down from the top of the screen to ambush Hart are more
 common now. For the rail shooter part, blow away anyone who pops up.
 Bad guys, no matter if they are running around or hiding behind cover,
 will take a few moments before attacking Hart.


Walkthrough:


[2.4.1] Stage 4-1 (Upper Docks)

 The scene begins with a leopard racing toward Hart. Kill it, and then head
 right for more leopards and bo masters. Jump onto the magenta crates with
 the "01" labels on them. The green riflemen always stand up and then duck
 to shoot low, so prepare to jump over their bullets. (If Hart is far away
 enough from them, they won't shoot.) Hart should leap across to the platform
 and kill the green rifleman and the two leopards who will surround him.

 Jump to the right, landing in front of the fence. Hart can hop up from the
 ledge to shoot the rifleman on the higher platform. There are more hostile
 cats and people ahead. Get on the fence, work through more bad guys to the
 right, and climb down the ladder to the Checkpoint.


[2.4.2] Stage 4-2 (Lower Docks)


Story:

   Hart has had enough and whips out his gun. "Come on, boys," he yells,
 "Let's party!"


Back to Action:

 The enemies here appear from the right more often than they do from the
 left. Hart can also shatter the glass windows in the back for fun.

 Several green guys pop up in the far back, along with a few yellow guys
 in the front. The yellow guys will sidestep a bit before stabbing Hart with
 twin knives, so he should blast them quickly. The green guys will run around
 a while before jumping or throwing a grenade at Hart. Kill them all.

 Green guys will eventually snipe at Hart from behind the stacks of green
 crates and, later, from the balconies. Nail them with some precision gunfire,
 or bomb the crap out of them. The scene ends with a single yellow guy in
 front of many windows. Paste his ass, and grab any items left on the screen.

 There is no boss in this Stage.


------------------------------------------------------------------------------
[2.5] Stage 5: Ricardo Range
------------------------------------------------------------------------------


Story:

   The assassins all blown to hell, Hart finds the plane and its pilot
 intact. Soon enough, he is coursing through the skies at hundreds of
 kilometers per hour. "South Central America...," Hart thinks to himself,
 "Reminds me of my mercenary days...." The sight of lush trees and wild
 landscapes echoes through his mind.

                                * * *

   After landing in Ricardo, Hart wastes little time finding his way
 into the nearby jungles, where suspicious activities are reported to
 have taken place. Surely enough, masked warriors leap out from the
 bushes there, greeting him with cold steel.


General Hints:

 Now things will get much tougher. Hart needs to work across the broken
 terrain and hack his way through some "natural" barriers. Later, there
 will be several watery pits inhabited by annoying fish mutants. Having
 good jumping skills is more important than ever here.


Walkthrough:


[2.5.1.A] Stage 5-1-A (Cliffs)

 Jump past the waterfall with the whip ready for a red brute (the big buff
 dude with a helmet and a fat sword). The brutes like to hop around the
 place. The blue ninja also jump a lot, but they prefer to downstab Hart
 with their katana. The red hawks are particularly dangerous, because they
 can quickly make multiple dives. Whip them all to death.

 To break through the weak stone wall, just hit the boulders with any weapon,
 preferably the whip. There are more ninja and hawks to the right. Before the
 second waterfall, two ninja and a hawk will attempt to surround Hart.

 Near the third waterfall is a red ninja who leaps up to throw spreading
 knives. Although they are rather slow, the knives are packed together
 tightly enough to easily hit Hart, especially because the red ninja
 throws them when Hart is in the middle of a jump. Avoid the knives
 if possible and then break through the second stone wall.

 Inside the cave, two red brutes will jump around mindlessly. Waste them.
 Hart should avoid stepping or jumping up into the sharp crystals, unless
 he likes pointy things jabbing his ass or brains. The orange ninja will
 drop down if Hart moves underneath him, so Hart should jump up beside
 him and kill him first. Take care of his blue ninja buddy, too.

 A hawk and a blue ninja will approach from the back before the large
 waterfall. Jump across the gap at this waterfall, keep moving forward,
 and run past under the red ninja who appears from the right.

 Hart can kneel and whip out the low stone blocks underneath him. Watch out
 for red ninja who pop up while digging away. Now, hop up to the ledge and
 jump past the waterfalls to the right. Several blue and red ninja and hawks
 appear here. Avoid or whip them. If Hart gets knocked back, he should make
 sure he doesn't fall into a pit. Survive the onslaught and make it to the
 Checkpoint at the right.


[2.5.1.B] Stage 5-1-B (Cliffs - Large Waterfall)

 Jump across the logs rolling down the massive waterfall to climb upward.
 If the next log is too far away, leap over to a safer stone ledge jutting
 out from the sides. Hart should move patiently and cautiously. If he fails
 to land on a log, it will be a long way down. He can try to lean back toward
 a ledge, but he may be too late. Exit through the Checkpoint at the top
 right corner.


[2.5.2.A] Stage 5-2-A (Jungles)

 Don't become piranha food by falling into those dangerous water pits.
 The mutant blue fish (Razor Fish) can also splash out from the water
 to spit out triple blades, very much like the red ninja, only the fish's
 blades are much slower. Kill the hawks and other crap, and continue right.

 Touching the squirming thorny vines will hurt, but Hart can hack through
 them like the breakable boulders. Hurry through the vines, though, because
 they will grow back at an extraordinarily fast rate. After tearing through
 the vine wall, a blue fish on the other side will attack. If Hart gets hit,
 he should try to get knocked back into the vines instead of the water pit.

 Now there will be a series of narrow pieces of land. Run and leap across
 this place as quickly as possible. If Hart gets bashed, he should attempt
 to land on a piece of solid ground before jumping again. If he makes it to
 the end, he should climb up the rope ladders and reach the Checkpoint.


[2.5.2.B] Stage 5-2-B (Jungles)

 Kill the hawk and the brute, and prepare to hack through a very thick vine
 wall. Hart should go about this quickly, stopping only to shred another
 layer of vines so the regenerating plant life behind won't catch up to him.

 Past this thick wall is a smaller vine wall, and there will be more hawks,
 brutes, and blue riflemen joining the fun. Blue riflemen run up to a certain
 distance from Hart and then fire automatic bursts of three bullets. They
 aim high if Hart is standing and low if he is ducking. Depending on how
 they aim, duck or jump over their shots to get at them. Exit to the right.


[2.5.3] Stage 5-3


Boss: M-5 Scorpion

 Even though this is the biggest boss in the game, it is one of the easiest,
 once Hart recognizes its patterns. The Scorpion will drive back and forth.
 It fires three large plasma blasts from its main cannon when it drives
 nearly all the way forward or backward. These blasts fly straight across
 the screen, toward the left. The Scorpion also periodically releases a
 volley of three missiles from its topside launchers, and these missiles
 drop onto random locations on the ground. Standing on the ledge above
 the plasma cannon will keep Hart safe from the plasma blasts but not
 from the missiles. Don't worry about getting run over. The boss will
 only push Hart backward if it drives into him.

 The Scorpion's weak point is the light blue sensor at the tip of its rod-like
 component. When the Scorpion isn't firing any plasma blasts or missiles,
 leap up and whip the sensor. Even if Hart jumps from the ground, the top
 of his whip will scratch it. When the Scorpion is ready to shoot plasma,
 stay on the ground and crouch-run. The missiles can be easily avoided with
 more crouch-running, as Hart is given lots of time to see where they will
 land. When things are clear again, jump up and resume whipping the sensor.


------------------------------------------------------------------------------
[2.6] Stage 6: Warehouse 0001
------------------------------------------------------------------------------


Story:

   "What.... What the...!," mutters Hart as he eyes the smoldering machine
 before him, "An el grande welcoming party! Feels almost like home!"
 Looking up, he spots a large building hidden amongst the thick trees.
 "Not bad.... Not bad at all...," he thinks while he observes the hi-tech
 security door, "It's amazing what they can do with brick these days!"


General Hints:

 Conveyor ladders distinguish this action platformer Stage from the others,
 but they shouldn't be a problem as long as Hart times his jumps well.
 He should take care not to touch those spinning fans, too.


Walkthrough:


[2.6.1.A] Stage 6-1-A

 Run right to fight two red ninja and some riflemen. See those large fans up
 there? Don't touch them. Past the muddy-colored crates are some pits between
 several fans. The conveyor ladders between the fans slide up or down, making
 them a little tricky to climb. Hart should be low enough when he jumps from
 these conveyor ladders to avoid having his head rammed up into a fan. Climb
 the normal ladder and get to the Checkpoint.


[2.6.1.B] Stage 6-1-B

 Hart should see two green riflemen. Shoot the closer one. (He is on the
 lower level.) Charge at the higher guy with the whip, jumping over his
 shots without touching the fan above him.

 Go down to the pipe ledge on the left. There is a blue rifleman from the
 right and a red ninja who comes out from the huge gap. A trigger-happy
 green rifleman is waiting on the other side. Survive, and make it up
 the ladder to the next Checkpoint.


[2.6.1.C] Stage 6-1-C

 Hart cannot shoot these riflemen from the ladder, so he should climb up to
 the top when it is safe, jumping down afterward to get at them. Expect more
 red ninja and riflemen near the pipes to the right. Hop up on the pipes and
 drop down to the conveyor ladders. Jumping from the middle of the ladders
 should get Hart across in one piece. Two blue riflemen, one blue ninja,
 and one red ninja are the only bad guys left standing in Hart's way for
 the rest of this Section.


[2.6.2.A] Stage 6-2-A (Pipes)

 This area can scroll both horizontally and vertically. Jump up to kill the
 orange ninja on the ceiling. Watch out for the scalding steam. There are
 some red ninja afterward, with more gunmen before a ladder. The cannon
 soldier fires two short-range shells that arc through the air, and Hart
 can duck under these shells if he is close enough to the cannon soldier.

 At the top of the ladder, head left. Jump over the fans, and deal with
 the green and blue riflemen. Go up another ladder, and carefully jump
 over toward the right. (If Hart drops here, he will just fall back down
 to the lower floor. He can climb back up and try again.)

 On the far right is a conveyor ladder sliding downward. To avoid having
 the fan below grind off his balls, Hart should simply drop off to the
 left side of the ladder as soon as he can, falling down to safe flooring
 and another green rifleman. Go down one more ladder and past a blue
 rifleman to the Checkpoint.


[2.6.2.B] Stage 6-2-B (Pipes)

 There are two conveyor ladders here, with three green riflemen. Whip
 the first two riflemen from the first ladder. For the last guy, Hart
 can carefully climb down past his shots, or he can simply toss a grenade
 onto him. The exit is at the lower right corner.


[2.6.3] Stage 6-3


Boss: PCU-100 Vardkin

 This is another easy boss, if Hart knows what to do. The Vardkin flies
 between the left and right edges of the screen, first rising straight
 up and then cutting diagonally across to the opposite corner. It always
 releases homing missiles before it rises up to switch sides.

 Normally, Hart should whip the homing missiles, using the ladders and the
 platforms in the middle of the room as needed. To get at the Vardkin, he is
 supposed to race up to it and hit it when he isn't dealing with its missiles.

 However, there is a better, more brainless tactic. Simply sit at the extreme
 left edge of the screen, turn to the right, and keep whipping. Hart should
 get hit once when the Vardkin lands on him, but then he will be knocked flat
 against the left edge of the screen and should be clear of the boss whenever
 it lands on his side again. If Hart lashes out fast enough, he will destroy
 all the missiles that slowly track him and damage the Vardkin whenever it
 flies down next to him.


------------------------------------------------------------------------------
[2.7] Stage 7: Train and Sewers
------------------------------------------------------------------------------


Story:

   Hart turns away from the junked cyborg as he continues to survey the
 warehouse around him. Suddenly, a familiar voice gasps out next to him.

   "Ha.... Hart! Go.... Daanger!"

   "That voice! Reese?" Hart is shocked as he looks down at the
 broken machine once again. Its faceplate has popped off, revealing
 his old friend's visage, painfully twisted by wires and metal.
 "What the...?! I thought you were...."

   "Wished... I... were...," weakly jokes Reese.

   "What.... What happened to you!?"

   "I.... Found source.... Green slime...."

   "Who did this to you!?"

   "Setup.... It's a conspi.. oooow... aaaahh," groans Reese in agony,
 "Man with... your face.... He.... --"

   BLAM! A shot erupts, and Hart sees a hole burst open in Reese's mangled
 forehead, spewing forth streams of dark red.

   "AAAAARGH...."

   "Reese!," Hart shouts as he starts turning, frantically searching
 for the killer.

   "Still keeping watch on you, Hart!," sneers a hidden voice, the same
 rasping one from the other night, "Heh, heh, heh, ... cough... cough...."

   "Where'd he go?," Hart yells, "Reese?!"

   "Haaart...!"

   "Reese, you gotta hang on!"

   "The girl.... They've got her.... Save her.... Before too late...!"

   "Reese!?"

   "Uhhhh...."

   "Reese!," shouts Hart. No! He has found his friend, only to lose him
 again, this time forever. With nothing left he can do, Hart slowly rises
 to leave, but not before noticing a computer chip that has broken off from
 Reese's body. "What the?" He inspects its silver surfaces and the "SAMMY"
 label engraved on it. "What does this have to do with anything?," he wonders.

                                * * *

   Later, Hart identifies the origins of the chip: a power plant back near
 the City. He quickly hops a train heading home, the recent events storming
 through his mind as the Ricardo Range slowly crawls along the dim horizon
 outside his window. The ambush at the port... Reese... and now the "girl."
 Does Reese mean...? Before he can put more thought into it, Hart hears
 some rushed footsteps overhead, along the top of the car. Oh man, not again.


General Hints:

 Expect more action platformer scenes here, but with two very different
 settings, each with equally different challenges. The first scene consists
 of a simple but cool-looking battle on top of the train, where a storm
 causes brief episodes of darkness. The rest of the Stage is made up of
 sewers filled with currents that can push Hart.


Walkthrough:


[2.7.1] Stage 7-1 (Train)

 Take the fight outside and up to the roof. Jump across the train cars,
 wasting the blue riflemen and the hawks. This Section is very simple in
 terms of layout, but Hart must have good reflexes if he wishes to survive.
 Before making any critical jumps, he should wait for the light to reappear.
 If an enemy pops up on the car ahead while he is waiting for the light,
 he can shoot or toss a grenade at him. When Hart reaches the Checkpoint,
 he will mysteriously warp to...


[2.7.2.A] Stage 7-2-A (Sewers)

 ... some nasty sewers. Hart is going to need to wash his pants after this.
 Mutant rats pounce or roll toward him when he approaches them. Lure the
 top rat over by running to the right. When it returns, exterminate it.

 The currents of green sewage will push Hart, so he should take care not
 to slip off into the pits. The sewage can also camouflage rolling rats,
 so have that whip ready at all times. If Hart stands where the sludge
 pours straight down, he won't be pushed, so he can stay there to rest
 (and get a free muck shower).

 Blue fish appear to spit out triple shots again. Hart should jump over the
 pits to the right and prepare to meet the mutant bats, who fly upward or
 downward to get at him. Jump past the falling sewage and on top of the pipes
 to the far right. After the blue fish, drop down and whip the bouncing rat.
 The Checkpoint is just ahead.


[2.7.2.B] Stage 7-2-B (Sewers)

 Hop down onto the lower left ledge. If Hart stands out far enough on
 the ledge's tip, his whip should be able to hit the rat on the right.
 Go on to find more fish, rats, and bats, especially after jumping past
 the huge sludgefall. Keep advancing to the right, toward the Checkpoint.


[2.7.2.C] Stage 7-2-C (Sewers)

 This is a vertical area, and Hart will need to zigzag his way across the
 platforms to reach the exit at the top right corner. Kill or avoid the
 usual sewer scum here. Toss a grenade at the last rat before the Checkpoint
 for an easy kill.


[2.7.2.D] Stage 7-2-D (Sewers)

 Hart should drop down and whip the rat at the bottom, timing his moves so
 he kills it without getting knocked into the pit. Go right, past more sewage
 and fish. Some rats will swarm Hart before the exit.


[2.7.3] Stage 7-3


Boss: PCU-110 Rogue

 Although it belongs to the same series as the Vardkin, the Rogue fights
 very differently. It ditches the slow homing missiles in favor of a big-ass
 plasma cannon and a spreadgun. The Rogue will move back and forth between
 both sides of the screen. First, it will fly up and release its spread shots.
 Next, it will fly straight across to the other side. Then, it will drop down
 and fire its plasma blasts, before repeating the pattern.

 The sewage currents are still here, and they will push Hart toward the
 central pit if he stands in them. Staying on the high platform in the middle
 of the screen will free him from the muck, but doing so leaves him much more
 vulnerable to the Rogue's spread shots.

 The easiest way to win is to stay in the sludge to the left of the central
 pit, moving as needed to avoid falling into it. Always stay low to dodge
 the plasma blasts. To avoid the spread shots, just crouch-run to the sides,
 weaving between them. The spread shots fired from each side will always
 go to the same places, so Hart can easily recognize where the safe spots
 are. (Stay just next to the pit when the Rogue fires from the right, and
 stay farther toward the left when the boss fires from the left.) To damage
 the Rogue, run up close as it lowers itself on the left side. While it is
 firing its plasma cannon, Hart can whip it, even while he is ducking.


------------------------------------------------------------------------------
[2.8] Stage 8: Power Plant
------------------------------------------------------------------------------


Story:

   Hart has planned to sneak into the power plant through the sewers,
 but this mofo just had to get in the way. Nevertheless, the piece of
 junk may provide a few answers.

   "Don't make any sudden moves," warns Hart as he levels his gun
 at the head of the cyborg, "Where's the girl? I want answers, now!"

   The cyborg remains silent.

   "Don't play games with me," Hart angrily threatens through clenched teeth,
 barely keeping himself from pulling the trigger, "Where is the girl?"

   "Arhuh, huh, huh, ...," it only laughs, and then it dies.

   What a day. Hart kicks aside the broken thing and looks up at the
 entrance to the power plant, his hand never easing its grip on his weapon.


General Hints:

 This Stage contains as many environmental hazards as it does bad guys.
 Like at the train scene, wait for the lighting to stabilize before making
 any crucial jumps. Avoid those powerful electrical currents for less pain.


Walkthrough:


[2.8.1.A] Stage 8-1-A

 A Monitor (the ball-like drone) will hover toward Hart. Monitors move
 in a rectilinear fashion. Whip them. As Hart hops over the lethal wires,
 spark ninja will quickly jump toward him. Whip these guys, too.

 The disc throwers (Iron Brutes) are tough enemies because they suck up two
 hits before dying. They also hurl annoying discs that can't be destroyed,
 but Hart can still whip these discs to make them bounce over his head
 harmlessly. No matter how Hart avoids the discs, he should run up and
 attack the disc throwers before they can launch more crap.

 Hart can kill Virons (the tall drones) only by whipping their heads at the
 top of their pipe-like bodies. Save ammunition when dealing with these guys,
 because the gun's bullets don't seem to affect Virons. Keep going right,
 where the terrain flattens. Don't fall onto the electrified surfaces.
 Climb down the ladder to the Checkpoint.


[2.8.1.B] Stage 8-1-B

 Quickly drop down and whip the Monitor. Jump over the pits to the left,
 watching out for spark ninja. Scale down the ladder and reach the Checkpoint.


[2.8.1.C] Stage 8-1-C

 Remain on the ladder to kill the Monitor. Then, charge at the disc thrower.
 After him are conductors that periodically shoot out electrical currents.
 Go through them when things are clear, and keep looking out for spark ninja.

 Later, Hart will have to deal with bad lighting, conveyor belts, electrical
 currents, spark ninja, and Monitors all at the same time. Stay between the
 currents to take out the bad guys before proceeding through the traps.


[2.8.2.A] Stage 8-2-A (Core)

 This area can scroll both horizontally and vertically. Watch out for floor
 sparks and more disc throwers. There are three paths Hart can take to reach
 the ladder at the lower right corner of this area: high, middle, and low.

 For the high or middle path, go up to where the disc thrower is. To continue
 down the middle path, go on ahead to a second disc thrower, jumping across
 while avoiding those damn discs. To continue onto the high path, go up to the
 left of where the first disc thrower is. This route contains more electrical
 traps than bad guys. For the low path, go below the first disc thrower and
 proceed to the right, jumping over the pits. The top path is probably the
 most forgiving one. The ladder leading to the Checkpoint is guarded by yet
 another disc thrower.


[2.8.2.B] Stage 8-2-B (Core)

 Drop down onto the conveyor belts and fight past the two disc throwers.
 Again, dodge their discs and the electrical crap.


[2.8.3] Stage 8-3


Boss: Proton

 Proton alternates between two attacks. The first one is flinging three
 spreading globs of itself downward. The second one is throwing four sparks
 upward, which will arc back down at the sides. Proton moves only left and
 right along the ceiling, but it stops to attack.

 If Hart has a lot of grenades, he can stay on one of the high ledges at the
 sides and throw grenades at Proton while it tosses its globs. When it hurls
 the sparks, Hart should drop down to the lower floor to give himself more
 room for evasive maneuvers, jumping back up to the high ledges afterward.

 Another trick is to stay below Proton and whip it while it releases its
 sparks. When it is about to shoot the downward globs, dash to its side
 and simply jump straight up to avoid the globs. When Hart lands, he can
 resume lashing off Proton's head. As long as Hart stands close enough
 to the boss, the sparks won't fall on him.


------------------------------------------------------------------------------
[2.9] Stage 9: Bio-Tech Laboratory
------------------------------------------------------------------------------


Story:

   Breathing hard in the hot and noisy chamber full of rumbling power
 generators, Hart stares at the decaying puddle, the same greenish glop
 that has just attempted to electrocute him a few moments ago. Man, he's
 getting too old for this crap. Suddenly, someone bursts into the room.

   "Hart! I've been looking all over for you!," she manages to say
 through heavy pants.

   "Sophia.... Oh, it's just you." Hart lowers his weapon, almost
 ignoring her.

   "Gee thanks, I've had warmer receptions from an icebox."

   "Yeah.... Hey, I'm sorry. It's just that I'm really worried
 about Christy," apologizes Hart, "I haven't heard from her."

   "Listen, I just got word that Christy was seen being abducted by some
 guys dressed in uniforms from that bio-tech lab... B - something or other!"

   "Bio-tech...," Hart ponders, "I owe you one - again. Thanks Sophia!"

   "Don't mention it."

   Hart hurries out while Sophia and some other agents clean up the mess.
 He returns to his car outside the building, and in no time Hart is blazing
 through the nighttime streets. There is only one bio-tech research facility
 in town, and that is where Christy is going to be held. Hart just hopes he
 isn't too late.


General Hints:

 Dangerous guards, creepy mutants, and other biological terrors will try
 to stop Hart throughout this Stage. The enemies are much more aggressive
 and faster than before, so expect to fight a lot harder. There will also
 be new environmental hazards, like dripping acid.


Walkthrough:


[2.9.1.A] Stage 9-1-A

 Slimy stuff galore. Go right to meet some new bad guys. There are two types
 of Be 'Te-Ras (the mutants pooling all over the floor). One kind remains
 stationary and shoots stuff at Hart. The other kind charges toward him.
 Vashnas (the large hairy clawed brutes) will try to stomp on Hart and then
 shoot out their nasty nails. Vashnas are very fast, but Hart can defeat them
 with one good lash.

 Go forward and down into the water current. To the right is an incline
 resembling a giant staircase, and this part becomes very annoying with
 those damn disc throwers. Quickly rush up and whip everyone to death,
 or jump straight up and shoot them to clear out the path.

 To the right are some horizontal conductors. Drop down when they are
 clear of electrical currents. Below is a waterlogged tunnel that Hart
 can pass through by crouch-running. Climb back up through more horizontal
 conductors after crossing to the other side. Watch out for more mutants
 up ahead. The ladder to the Checkpoint is guarded by a disc thrower.


[2.9.1.B] Stage 9-1-B

 Touching the acid drips isn't healthy. Hart can jump and toss a grenade
 at the Be 'Te-Ra on the far side so he won't get shot while he works through
 the acid. To the left are two Be 'Te-Ras and then two Vashnas, so get ready
 for some violent whipping. Keep going on to the Checkpoint.


[2.9.1.C] Stage 9-1-C

 This is a vertical area with more conductor traps. As usual, jump through
 the conductors when they are clear of currents. For the first disc thrower,
 Hart can stand on top of the right conductor and then jump straight up and
 toss a grenade. For the others, he may have to rush up close and whip them
 to death. There are three disc throwers in all here, and the Checkpoint is
 at the top right corner.


[2.9.2] Stage 9-2 (Test Area)

 All that acid must be coming from here. Watch those corrosive drips while
 jumping onto the organic platforms to the right. Is Hart stuck? Nope.
 A single chunk of the platforms there will wear away under his weight.
 He should time his fall so he won't land into the shots of the Be 'Te-Ra
 at the bottom.

 The Guardian (the huge creature with the upper half of a man) fires shots
 that angle slightly up or down. Shoot him, or rush in and whip him to death.

 Soon comes a tricky part, where Hart must drop down and quickly whip
 through a vein wall, avoiding acid drips along the way. The vein walls
 behave like the vine walls from the jungles, so Hart should keep moving
 before the veins grow back over him.

 The corridor onward has a Vashna and more acid, and then there are another
 Guardian and more vein walls. Expect even more crumbling floors, vein
 walls, and acid afterward. Right before the last Guardian there will be
 an impenetrable wall. To pass it, Hart should let the floor below wear out
 under his weight and then run right before he falls off. A bit of acid is
 the final obstacle between him and the exit.


[2.9.3] Stage 9-3


Boss: Gu-Matonn Combat Suit

 This scary suit does more damage than most other bosses, and it moves rather
 quickly. The Gu-Matonn can jump to any of the three platforms in the room,
 in no particular order, but its attack depends on what platform it reaches.
 On the top platform, it releases four bio-energy shots that spread out
 downward. On either of the side platforms, it spawns out two plasma beings
 that will slide across the floor. The Gu-Matonn always jumps to another
 platform after it attacks.

 Normally, Hart should stay away and toss grenades at the boss. Whipping
 this guy to death is not fun, but doing so isn't impossible. When the
 Gu-Matonn is on a side platform, simply jump up next to it and lash out
 at it. Hart can hop up once or twice to hit it before having to return
 to the ground to deal with the plasma snots. If the suit is on the top
 platform, Hart should stand directly underneath it, where the raining
 projectiles cannot get him. As long as Hart whips away the little snots
 and avoids touching the suit whenever it jumps, he should do fine.


------------------------------------------------------------------------------
[2.A] Stage 10: Harbor
------------------------------------------------------------------------------


Story:

   The suit crumples to the ground, but Hart feels something is terribly
 wrong. It isn't just an animated piece of tattered material. There is
 someone inside! Hart sees his worst fears realized when the hood flops
 off. "Chr.... Christy!"

   "Ha-Hart? Is it really you Hart?"

   "Christy?! What have I done? No!" Hart holds her in his arms,
 his hands becoming soaked from the deep wounds.

   "I'm sorry.... Instructed to.... I.... I love you.... So very
 tired...." The poor girl is thinking faster than she can talk.

   "Christy, hold on!"

   "B...E...D...A...."

   "Christy!"

                                * * *

   "BEDA Corporation.... World's largest conglomerate...," Hart thinks
 as he grimly walks down the corridor, "There's still a piece missing.
 I've got to follow this to the end."

   Then he stumbles upon the capsule. Inside, there is a man suspended within
 a greenish fluid. "Talk about seeing yourself face to face. He looks just
 like me! Who is he?," Hart wonders, but more importantly, "What is he?"
 Unfortunately, Hart doesn't have time to figure out this abomination,
 so he quickly leaves the laboratory and returns to his car.

                                * * *

   "Christy.... Stand by me.... Help me to settle this thing once and
 for all," Hart prays as he drives down the lonely roads toward the
 headquarters of BEDA. His closest friends are gone, their lives sacrificed
 so he can move a few more steps closer to the bottom of the conspiracy.
 Ahead, under the black shroud of night, Hart sees twisted silhouettes
 hatefully slithering toward him.


General Hints:

 They took away his partner. They took away his girlfriend.
 They took away everything he had... except his rage.

 Now it's payback time. This driving scene is far more difficult than the
 earlier one, but the drill is the same. Keep firing, wiping out any bad guys
 and obstacles ahead. Use the second gear to have an easier time following
 the road and not smashing into the walls.


Walkthrough:


[2.A.1] Stage 10-1

 Things start off seemingly normal, but they will toughen up very soon.
 Mutant plant growth will obstruct the road. Hart can kill the vines
 and most of the other junk, but certain objects, like the pyramid-like
 spikes, cannot be destroyed and should be avoided.

 After the extremely narrow bridge, the road will fork into two. The right
 path has more vine barriers, while the left has invulnerable spikes that
 bounce left and right across the entire lane. The roads eventually merge
 back together, but enemies will continue to pour out onto the place.
 Suck up those scratches and keep firing.

 The road later splits into two again, but this time there are few differences
 between both routes. The road widens up once more at the end.


Boss: Centipede

 This guy slithers all over the road, firing spreading spikes from its head
 and tail. It periodically pauses to release four energy rings aimed at Hart.

 The Centipede's weak point is its head. Stay below it whenever possible,
 and keep blasting its head while dodging the returning fire. If it moves
 to the bottom of the screen, Hart has no choice but to drive forward and
 wait for it to pass him again. That, or he can fry its head with his car's
 gear-switching flames.


------------------------------------------------------------------------------
[2.B] Stage 11: BEDA Corporate Headquarters
------------------------------------------------------------------------------


Story:

   "The perfect ending to a lousy day," Hart bitterly jokes to himself as
 he steps out in front of the BEDA headquarters. The towering building seems
 to stretch forever into the dark sky, looming over and watching the City
 like a grim tyrant. He pulls out his gun, calling out to the armed guards
 gathering toward him.

   "Time to settle the score!"


General Hints:

 This Stage is played in two modes. The rail shooter part is similar to but
 much tougher than the earlier scene at the port. The enemies are quicker
 and more numerous. For the action platformer part, Hart's life will be hell.
 Although there are only three straight hallways, they are packed with cheap
 enemies and deathtraps. Moving slowly through there is difficult, given how
 the bad guys will tend to rush at Hart.


Walkthrough:


[2.B.1] Stage 11-1 (Lobby)

 The bad guys here enter the screen from the left as much as they do from
 the right, so expect to aim all over the screen. The masked red guys in the
 back will move around a bit before shooting, throwing a grenade, or jumping
 at Hart. The blue guys in the front will also sidestep for a while before
 opening fire. One of these blue guys marks the end of this Section.


[2.B.2.A] Stage 11-2-A (Main Halls - 1F)

 Both old and new enemies patrol these corridors, but none of them are wimps.
 Returning are the orange ninja who drop down from the ceiling when Hart
 steps underneath them and the red ninja who leap up to throw spreading
 knives. New are the skinny mutants who like to leap on top of Hart. Also
 new are the jugglers who hop around and drop bombs that explode upon hitting
 the floor. The jugglers don't pose too much of a threat, but they do retreat
 a lot and may become annoying when they are teamed up with other enemies.
 Watch out for more crumbling flooring. Charge to the right, killing ninja,
 skinny mutants, and jugglers, until reaching the Checkpoint.


[2.B.2.B] Stage 11-2-B (Main Halls - 2F)

 Orange ninja, Monitors, and Virons are present here. Whip them all to death.
 Past the extremely long stretch of crumbling flooring are more ninja and
 Monitors. Head on to the Checkpoint.


[2.B.2.C] Stage 11-2-C (Main Halls - 3F)

 This is a very dangerous area, but Hart needs to stock up on all the
 Life Points he can for the final battle. After two orange ninja, there
 will be several large gaps, with tiny crumbling bits of floor as Hart's
 only footholds. Charge through and keep jumping. If Hart gets hit, he
 should make sure he lands on the crumbling flooring (if there is any left)
 before leaping again. Hart can jump past below the red ninja by the last
 pit. Kill any ninja remaining at the end of the hall and grab whatever
 items they drop. Go into the doorway and meet the BEDA president.


[2.B.3] Stage 11-3 (Office)


Story:

   Hart finds the doors to the office open. As soon as he steps into
 the room, the BEDA president hidden within a shadowy corner speaks,
 "We've been expecting you. You've had a very long journey."

   "Yeah, I almost missed my date with you."

   "Yes, well--"

   "How about we get straight to business?," interrupts Hart,
 "What's this about?"

   "It's about survival. I am merely a provider of what is required
 for existence."

   "'Provider'?! You're nothing but scum in a business suit."

   "Come now, there really is no need for such hostility. We are a
 legitimate service which--"

   "Lies, cheats, steals, and assassinates. Real legitimate!"

   "I had better hopes for you, Mr. Hart. Things did not go quite as
 we had planned."

   "...."

   "So, is this it, Mr. Hart? You disappoint me. I've waited so long
 for your return."

   "How do you know my name? What do you mean 'return'?"

   "What say we call it 'fate'?"

   "You've got a lot of nerve, Mister. Fate? I don't think so."

   "How can you deny what you've already seen? Do you recall the capsule?
 Amazing resemblance, wouldn't you say?"

   Hart is surprised. How does his enemy know that he has seen the
 capsule back at the laboratory?

   The head of BEDA suddenly walks forth from the darkness, revealing
 himself. "Is it beginning to make more sense now?"

   "Your face... like mine... and that thing... are all the same!"

   "Very good. You and I are merely dolls created to maintain this
 organization. To keep it prosperous... forever. After me, you
 will take over. After you, the one in the capsule will inherit
 this organization! This is our 'fate', our destiny!"

   "Yours maybe, but that doesn't mean I'm part of this package!!"

   "I see," sighs the BEDA head, "You leave me with very little choice,
 in that case."

   "Enough! You're acting above the law - I'm gonna take you down!"

   "Don't defy me, Hart! You are one of us! This disobedience will not be
 tolerated!" The BEDA head moves his hands, and Hart can see him drawing
 a concealed weapon.

   "Let's do it!"


Boss: BEDA president

 Despite his age, the BEDA president is as fast as Hart. His two weapons are
 his whip, which is a copy of Hart's, and his gun, which fires bullets that
 travel all the way across the screen. The president does not run, but he
 will jump around the room, attacking whenever he lands. His attack depends
 on Hart's position when he is landing. If Hart is close enough to him, he
 whips twice. If Hart is far away and standing, he shoots two high bullets.
 If Hart is far away and crouching, he shoots two low bullets.

 To beat the president, stay far away from him while standing up. When he
 lands and shoots high bullets, crouch-run underneath the shots and whip
 him. If Hart ducks too early, the president will fire low bullets, which
 are a pain in the ass to avoid. Getting too close also results in some
 nasty whipping that is just as tough to dodge.


[2.B.4] Stage 11-4 (Rooftop)


Story:

   The BEDA president, not being able to best Hart, flees. Hart pursues,
 catching up to him on the roof.

   "Your skills are impressive!," the president stops to comment,
 "What a shame you won't be needing them any longer. I tire of this
 game - you... must die!"

   "Come and get some!"


Boss: super BEDA president

 Holy crap. Is this what Hart will look like if he becomes one of "them?"
 Better not think of it now. The boss can dole out massive amounts of pain,
 and if Hart gets wasted here he will be forced all the way back to the
 hallway (Main Halls - 3F).

 The boss alternates between two kinds of jumps: a low jump and a high jump.
 He sends out three energy waves on each side of his body after landing from
 a high jump. The three waves always come out at different heights in the
 same order: first high, second middle, and third low. After all the waves
 are released, he will hunch over and bite at the space between his feet.

 The president's weak point is his head, but because it is so high, reaching
 it won't be easy. To kill the boss with the whip, Hart must maneuver himself
 underneath the boss when he lands from a high jump, so Hart will be kneeling
 between his legs. When the president bends down to bite him, Hart should
 crouch-run into whatever safe space there is and whip the head. (Hart won't
 need to turn, because the back of the whip can hit the head.) The president
 always bites twice, first to the left and then to the right (relative to the
 screen). When the president is done, Hart should scoot over into the middle
 of the safe space, so the legs won't smash into him when the boss leaps away.

 Another way to kill the boss is to stay to his side and toss grenades at
 him when he lands after a high jump. Run past underneath the boss as needed
 to stay away from him. Hart has to aim his grenades so they will land at
 the center of the upper torso, or where the head is. Hart must time his
 jumps and throws to give himself enough room to dodge the energy waves.
 He can duck under the high and middle waves, but he must jump over the
 low waves. Hart should throw his grenades after the boss lands from a
 high jump, because the boss won't pause long enough after a low jump to
 let the explosions do their work. For the best results, throw a grenade
 after the boss lands but before the energy waves come. If Hart's aim is
 good, each of his grenades will deal two Points of damage to the boss,
 while the boss is wasting time biting the empty space between his legs.


------------------------------------------------------------------------------
[2.C] Epilogue and Staff Credits
------------------------------------------------------------------------------


Story:

   The BEDA president crashes onto the wet stone ground, his monstrous
 features morphing back into human ones as blood pools around his mangled
 form. "Nothing has changed," he gasps, "This is bigger than you or me.
 You cannot end it, you cannot destroy it!"

   Hart looks down at the president, his figure standing tall and unopposed
 against the raging storm overhead. "Every dog has its day."

   "Just remember Mr. Hart, in you flows the same blood as mine...."

   "...."

                                * * *

   Somehow sensing the death of its master, the building begins to collapse,
 so Hart quickly leaves. Never looking back, he returns to his car alone,
 his future as dark as the turbulent skies enveloping the tower crumbling
 behind him.

                                * * *

                           Staff Credits

                           Hiroyuki Okada
                          Kiyoshi Yokoyama
                          Tsutomu Nakazawa
                          Miyuki Yakushiji
                          Hiroshi Takeuchi
                            Michio Sato
                               Nenko

                          And the Staff at
                           American Sammy

                                * * *

   Meanwhile, subdued laughter echoes throughout the dim corridors of the
 BEDA bio-tech laboratory. Inside the capsule, a grin slowly forms across
 the face of the suspended man. "Hmph, hmph, hmph...."

                                * * *

                               The End


==============================================================================
[3] (reserved)
==============================================================================


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------------------------------------------------------
[4.1] Debug Mode
------------------------------------------------------------------------------

 To access Debug Mode, when turning on the power or when pressing Reset,
 on Controller 1 or Controller 2, hold A. After accessing Debug Mode, use
 Controller 2 to adjust various debug options. Press Left and Right to adjust
 the game speed. Press B to access the Movie Viewer. Press A to access the
 Sound Test.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.0] Game Speed Modifier
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 To adjust the game speed, after accessing Debug Mode, on Controller 2,
 press Left and Right. (This works only during gameplay.) When the game
 speed is changed, a two-digit hexadecimal number will appear near the
 bottom of the screen. The smaller its value, the faster the game runs.

 Use Controller 2 to adjust the value. Press Right to increase it.
 Press Left to decrease it.

 +----------+
  ##  Speed
 +----------+
  00   1/ 1
  01   1/ 2
  03   1/ 4
  07   1/ 8
  0F   1/16
  1F   1/32
 +----------+

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.1] Movie Viewer
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 To access the Movie Viewer, after accessing Debug Mode, on Controller 2,
 press B. (Make sure the game is not paused.) It can be used to view the
 Movies and to skip to the beginning of a Stage.

 Use Controller 1 to adjust the value. Press Up to increase it.
 Press Down to decrease it. Press A to begin.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Stage and Movie
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 00  Stage  1: Route 246
 01  Stage  2: Waterfront (Construction Site)
 02  Stage  3: Chinatown
 03  Stage  4: Port (Upper Docks)
 04  Stage  4: Port (Lower Docks)
 05  Stage  5: Ricardo Range
 06  Stage  6: Warehouse 0001
 07  Stage  7: Train and Sewers
 08  Stage  8: Power Plant
 09  Stage  9: Bio-Tech Laboratory
 0A  Stage 10: Bio-Tech Laboratory Aftermath
 0B  Stage 10: Harbor
 0C  Stage 11: BEDA HQ (Lobby)
 0D  Stage 11: BEDA HQ (Main Halls)
 0E  Stage 11: BEDA HQ (Office)
 0F  Stage 11: BEDA HQ (Rooftop)
 10  Epilogue
 11  Staff Credits
 12  Game Over
 13  (next Stage)
 14  Time Over
 15  Prologue
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.2] Sound Test
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 To access the Sound Test, after accessing Debug Mode, on Controller 2,
 press A. (Make sure the game is not paused.) It can be used to sample the
 tunes and sound effects and to skip to a specific Subsection within a Stage.

 Use Controller 1 to adjust the value. Press Up and Down to cycle through the
 values representing the Subsection. Press A to begin. Pressing Up and Down
 also plays the next tune on the list, and pressing Left and Right plays the
 next sound effect.

[4.1.2.0] Stages and Subsections

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##   Subsection                 ##   Subsection (47 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 21A  2-1-A  Waterfront          72C  7-2-C  Sewers
 21B  2-1-B  Waterfront          72D  7-2-D  Sewers
 21C  2-1-C  Waterfront          73   7-3    Rogue
 21D  2-1-D  Waterfront          81A  8-1-A  Power Plant
 22   2-2    Paitan (Rat Man)    81B  8-1-B  Power Plant
 31A  3-1-A  Chinatown           81C  8-1-C  Power Plant
 31B  3-1-B  Chinatown           82A  8-2-A  Power Plant (Core)
 31C  3-1-C  Chinatown (Hideout) 82B  8-2-B  Power Plant (Core)
 32   3-2    Kim Ron             83   8-3    Proton
 41   4-1    Port (Upper Docks)  91A  9-1-A  Bio-Tech Laboratory
 51A  5-1-A  Ricardo (Cliffs)    91B  9-1-B  Bio-Tech Laboratory
 51B  5-1-B  Ricardo (Cliffs)    91C  9-1-C  Bio-Tech Laboratory
 52A  5-2-A  Ricardo (Jungles)   92   9-2    Bio-Tech Laboratory (Test Area)
 52B  5-2-B  Ricardo (Jungles)   93   9-3    Gu-Matonn
 53   5-3    Scorpion            112A 11-2-A BEDA HQ (Halls 1F)
 61A  6-1-A  Warehouse           112B 11-2-B BEDA HQ (Halls 2F)
 61B  6-1-B  Warehouse           112C 11-2-C BEDA HQ (Halls 3F)
 61C  6-1-C  Warehouse           113A 11-3   BEDA president (Office)*
 62A  6-2-A  Warehouse (Pipes)   113B 11-4   BEDA president (Rooftop)*
 62B  6-2-B  Warehouse (Pipes)   42   4-2    Port (Lower Docks)
 63   6-3    Vardkin             111  11-1   BEDA HQ (Lobby)
 71   7-1    Train               11   1-1    Route 246
 72A  7-2-A  Sewers              101  10-1   Harbor
 72B  7-2-B  Sewers
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 * In Vice, "Subsection 113A" is called "Subsection 113"
 and "Subsection 113B" is called "Subsection 114."

[4.1.2.1] Background Music

 The tunes are sorted by the order of their appearance as Up is pressed.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 Time  Tune                      Time  Tune (24 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 0:00  (silence)                 0:32  Boss C
 0:45  Waterfront, Train         0:26  Boss D
 0:45  Port                      0:33  Boss E
 0:40  Warehouse, Power Plant    0:49  Hart A (Title Screen)
 1:00  Bio-Tech Laboratory       0:38  Epilogue and Staff Credits
 0:32  Ricardo Range             0:06  Hart B
 0:57  Route 246, Harbor         0:09  Hart C
 0:42  Chinatown, BEDA HQ Lobby  0:06  Action Time
 0:52  Sewers                    0:13  BEDA
 1:04  BEDA HQ Main Halls        0:06  Hart D
 0:17  Boss A                    -:--  (blank)
 0:22  Boss B                    0:03  Game Over
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

[4.1.2.2] Sound Effects

 The sound effects are sorted by the order of their appearance as Right is
 pressed. Not all of the sound effects can be found here. For example, the
 sound heard when Hart gets wasted is missing.

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 Effect                          Effect (36 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 (last tune played)              gun ricochet (bloop)
 beep                            blam
 pause (high beep)               wheet 1
 unpause (low beep)              large boom
 double boom                     whip lash
 fiery boom                      Hart hit
 bam                             bad guy die
 scrape                          ammunition get, health item get
 tire screech                    Coin get
 whistle                         boooom
 whack 1                         invalid beep
 whack 2                         swish
 grenade throw                   ka-boom
 grenade explosion               ka-blammo
 Hart jump (flick)               wheet 2
 Hart land (flitter)             swoosh 1
 weapon change (double beep)     long boooom
 gun shot                        swoosh 2
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------------------------------------------------------
[4.2] Boss Strategies
------------------------------------------------------------------------------

Name: Armored Truck Madman
Attack: fires plasma rifle (spread shots), releases enemy drones
Stage: 1
Notes:
 Stay back and fire at the truck, avoiding the plasma shots. Also avoid or
 kill the drones that are released.

Name: BEDA president
Attack: lashes out with whip, fires bullets (two at a time)
Stage: 11
Notes:
 Stay far away and stand up when the president lands from a jump, so he will
 shoot high. While he is doing so, crouch-run up close and whip him.

Name: BEDA president (super mutant version)
Attack: body rams, fires energy waves, bites with nasty teeth
Stage: 11
Notes:
 There are two ways to beat this guy.
   One way is to get underneath the boss after he high jumps and then kneel
 in the safe space between his legs. He will bite to the left and then to the
 right (relative to the screen), so crouch-run accordingly to avoid his teeth,
 whipping his head whenever possible. (Hart won't need to turn, because the
 back of the whip can hit the head.) Afterward, Hart should move into the
 middle of the safe space to avoid the legs when the boss jumps away.
   The other way is to stay away to the boss' side. When he lands after a
 high jump (and not a low jump), leap up and toss a grenade onto his head
 (or the top of his torso). Now avoid his energy waves. Duck the high and
 middle waves, and then hop over the low waves.

Name: Centipede
Attack: spits spikes, spits energy rings
Stage: 10
Notes:
 Stay back while shooting the boss' head. It fires spikes when it's moving,
 and it fires energy rings toward Hart when it pauses. If it goes toward the
 bottom of the screen, wait for it to come back up before shooting it again.

Name: Gu-Matonn Combat Suit
Attack: fires bio-energy shots, releases plasma boogers
Stage: 9
Notes:
 Jump up beside this guy and whip it when it's on a side platform. Whip
 or avoid the plasma blobs that are released. When the suit gets onto
 the top platform, stand underneath it to avoid the raining projectiles.

Name: Kim Ron
Attack: shoots fire tongue, dashes with spinning bo
Stage: 3
Notes:
 Crouch-run up close and then kneel while whipping the boss and ducking
 underneath his fire tongues. After every three flame attacks, he will
 jump over to a far side of the screen to do a dash attack. To avoid
 his dash, jump from the top of one of the two pillars in the room.

Name: Proton
Attack: throws globs of itself, throws electric sparks
Stage: 8
Notes:
 There are two ways to beat this guy.
   One way is to stay on the central high platform, right underneath the
 boss, as much as possible. Keep whipping it when it moves or throws sparks.
 When it's about to shoot its downward globs, run to its side and leap
 straight up to avoid the globs.
   The other way is to stay on one of the high ledges at the sides of the
 screen and toss grenades at the boss. When it throws its sparks, go to
 the lower floor to have an easier time dodging the sparks.

Name: Paitan (Rat Man)
Attack: throws girders
Stage: 2
Notes:
 Duck under the high girders and jump on top of the middle and low ones.
 Either toss grenades at him from a distance or run up to him, kneel, and
 whip like crazy.

Name: Rogue (PCU-110 Rogue)
Attack: fires plasma cannon, fires spreadgun
Stage: 7
Notes:
 Stay within the sewage current to the left of the central pit. Keep
 crouch-running to dodge the plasma blasts and to avoid falling into
 the pit. When the boss fires its spread shots from the top right, stay
 next to the ledge of the pit. When the Rogue fires spread shots from
 the top left, stay a little farther to the left. Whenever the Rogue drops
 down on the left to fire plasma shots, crouch-run up to it and whip it.

Name: Scorpion (M-5 Scorpion)
Attack: fires plasma cannon, fires missiles
Stage: 5
Notes:
 The boss fires plasma blasts whenever it drives almost all the way forward
 or backward. Crouch-run on the ground to duck these plasma shots and to
 dodge the missiles. When the boss isn't attacking, leap up and whip the
 blue sensor at the tip of the boss' rod-like component.

Name: Vardkin (PCU-100 Vardkin)
Attack: fires homing missiles
Stage: 6
Notes:
 Sit at the extreme left edge of the screen and whip like crazy to the right.
 (Hart may get hit once, but he should just keep whipping. Getting knocked
 back will put him flat against the left edge of the screen, out of the
 boss' way.) Hart will destroy all the homing missiles and hit the boss
 whenever it flies down next to him.


------------------------------------------------------------------------------
[4.3] Patch Codes
------------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Address   Value Range   Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 0280      00 to 14      Life - Hart
 This value can be set to 15 (HEX) without any apparent problems, but
 setting it to any number greater than that results in a graphics glitch
 whenever Hart gets hit.

 0284      00 to 14      Life - Standard Boss (Action Platformer)
 0285      00 to 14      Life - Truck Boss
 028A      00 to 14      Life - Centipede Boss
 Depending on which boss Hart is fighting, a different address is used to
 keep track of its health. For the action platformer bosses, use the standard
 address (0284). For the Armored Truck Madman, use the Truck address (0285).
 For the Centipede, use the Centipede address (028A). Setting these values
 to 0 will make the bosses die after Hart hits them once.

 035E      00 to FF      Timer
 Hart normally begins with 250 seconds, but this value can be set up to
 FF (HEX) without problem.

 035F      00 to 63      Pistol Rounds

 0360      00 to 63      Grenades

 0361      00 to 63      Coins
 If this value is set to a number greater than 63 (HEX), Hart will still
 earn a 1-Up with the next Coin he obtains.

 0362      00 to 09      Lives

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


------------------------------------------------------------------------------
[4.4] Game Genie Codes
------------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Code        Effect(s)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 SXVYVKSE    Infinite Life Points

 SZSKIOVK    Infinite Lives
 ZEOYNGGV    1-Up earned with every 10 Coins
 POOYNGGV    1-Up earned with every 25 Coins

 SZKNXKVK    Infinite pistol rounds
 SZVYXKVK    Infinite grenades
 POXYXUZE    Every Pistol Magazine adds 25 rounds
 GOENELIA    Every Grenade Pack adds 20 grenades
 LTNNXLIA    Begin with 99 grenades

 SZNNNSVK    Infinite Time

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


==============================================================================
[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Source Information
------------------------------------------------------------------------------

Name: Gun-Dec (Japanese)
Name: Cyber Punk Violence Gun-Dec (Japanese) (Alternate)
Name: Vice: Project Doom (North American)

Code: SAC-9G (Japanese)
Code: NES-9G-USA (North American)

Developer: Sammy
Producer: Sammy

Genre: action platformer
Players: 1

Save: none

Mapper: 4 (Nintendo MMC3)
Size: 256 KB

Publisher: Sammy (Japanese)
Publisher: American Sammy (North American)

Release Date: 1991-04-26 (Japanese)
Release Date: 1991-11--- (North American)

JAN: 4991694300025 (Japanese)
UPC: 039471905118 (North American)

Cartridge Color: black (Japanese)
Cover Art Illustrator: Torigawa (Japanese)
Cover Art: (Japanese)

 Hart takes aim with his pistol, gripping it tightly with both hands in
 front of his face. His expression shows the nervous concentration of a
 man who knows the enemy is lurking somewhere close to him. The background
 is a very dim blue, and little light falls on Hart. Drawn in a dark and
 realistic manner, the entire scene has a noirish look to it.

Cover Art: (North American)

 Hart stands in the middle of the BEDA power plant, holding his big gun
 in his right hand. His shirt is ripped-up, and his jacket is missing.
 Christy, wearing a cute pink dress, is clinging onto his other arm.
 Electrical currents blaze about behind their heads, and a waist-high
 mist blankets the area.


------------------------------------------------------------------------------
[5.2] Really Small Details Worth Less Than a Spoonful of Crack
------------------------------------------------------------------------------

Bad Evidence
 In the English version, Hart's full name, the BEDA president's full name,
 and the term "Gel" never actually appear in the game. The name "BEDA"
 isn't even revealed until near the end, and Hart and his friends only
 allude to Gel as the "stuff" or the "green slime."

Bad Assistant
 What happens to the BEDA president's assistant? We see him only in the
 Prologue, and then he disappears for the rest of the game.

Bad Trip
 The Stages aren't quite perfectly arranged. Where exactly is the plane
 at the port? Why does Hart magically appear in the sewers after running
 across the top of the train? When exactly does he return to the City?

Bad Lighting
 During the train scene, have you noticed the absence of light, and not the
 light itself, that is flashing on and off? You would expect the lightning
 to flash out from the darkness, not the other way. At the power plant, how
 come the lights also die out so frequently? Hell, it's a power plant! Maybe
 if the BEDA techs have repaired the damn place and kept the electricity
 running to where it is supposed to go, instead of being wasted all over
 the floor, you'd finally get some decent lighting.

Bad Transmission
 Why does Hart's car spit out flames whenever it changes gears? Does he have
 a rocket booster installed in his vehicle? If so, why the hell does he want
 it activated whenever he shifts gears? To make himself look really cool and
 awesome? To kill any jerk who is tailgating him?

Bad Gun
 Hart's pistol sucks. The range of that thing during the action platformer
 scenes is way too short. Hell, even the BEDA president's gun shoots farther
 than Hart's. What kind of crap is this? Don't say that is okay because Hart
 makes up for it by being able to pull infinite ammunition out from his ass.

Krezzy Comparisons
 Hart is an angry man, but he isn't the only one out there. Let's compare
 him to some angry guys from other big-action games. Joining Hart are
 "Mr. Smith" from Capcom's Ningen Heiki Dead Fox (a.k.a. Code Name: Viper)
 and Max from Remedy's Max Payne series.

 Name                                   Bravam  Smith   Payne
 His full name is never
  mentioned during the actual game       x       x
 Is a man of very, very few words                x
 Gets involved in a conspiracy           x       x       x
 Sees his partners die                   x               x
 Sees his family die                                     x
 Rescues chicks                                  x
 Gets betrayed                                   x       x
 Gets his head smashed in with a club                    x
 Uses drugs                                              x
 Kills drug addicts                      x       x       x
 Kills mutants                           x       x
 Kills birds                             x       x
 Kills his partners                      x               x
 Kills civilians for fun                 x
 Enjoys killing people                           x
 Is not even a normal human              x
 Goes "Bullet-Time"                                      x
 Murders someone in a fancy building     x       x       x
 Winner                                         Tie


------------------------------------------------------------------------------
[5.3] Document Credits
------------------------------------------------------------------------------

Sammy (www.sammy.co.jp)
 For creating Gun-Dec.

Nintendo Power (www.nintendopower.com)
 For providing some information about Vice: Project Doom.
 (See Volume 24, May 1991 Issue, pages 8 to 19.)

Code Masters
 For providing the Game Genie codes. (See the Game Genie Code Update,
 Volume 1, Number 3, page 21.)

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alex Round for actually authoring this document.


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[6] Contact Information
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 mail: faididi@yahoo.com


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