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Run Saber (SFC/SNES) (1993)
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 Run Saber Copyright 1993 Hori Electric and Atlus

 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.


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

Version 2003 (2003-07-19 Saturday)
 - Initial release.

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


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

[1] Overview
 [1.1] Story
 [1.2] Characters
 [1.3] Controls
 [1.4] Option Menu
 [1.5] Items
 [1.6] General Tips

[2] Strategies
 [2.0] Prologue
 [2.1] Stage  1: Taj Base
 [2.2] Stage  2: Tong City
 [2.3] Stage  3: Jod Valley
 [2.4] Stage  4: Gray Fac
 [2.5] Stage  5: Bruford
 [2.6] Epilogue and Staff Credits

[3] (reserved)

[4] Miscellaneous Information
 [4.1] Secret Menu and Sound Test
 [4.2] Color Change
 [4.3] Boss Strategies
 [4.4] Patch Codes
 [4.5] Game Genie Codes

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

[6] Contact Information


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

 Hori Electric's Run Saber is an action platformer that features heroes who
 can climb all sorts of surfaces while using energy blades to battle enemies.


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[1.1] Story
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   In 2998, the brilliant scientist, Dr. Gordon Bruford, convinces the
 entire human population to transfer itself to space vessels orbiting Earth,
 so he can perform a revitalization process on the planet. Unfortunately,
 this temporary exodus is merely a plot for the doctor to take over the
 world with his special microorganisms. These "parasites" have the ability
 to control both living and nonliving beings, turning them into monsters
 under Dr. Bruford's command. Without the rest of mankind to stand in his
 way, his armies quickly spread across the globe.

   Refusing to stand by idly while Dr. Bruford carries out his scheme, the
 other scientists aboard the space vessels create unique cybernetic agents.
 Code named "Sabers," these three agents are armed with highly advanced
 technology to help them combat the parasites. Unfortunately, Dr. Bruford
 learns of this project, and he manages to capture and mind-control Kurtz,
 one of the Sabers. Still, all hope is not lost. The two remaining Sabers,
 Sena and Alon, may just have what it takes to reclaim Earth for the people
 trapped on the space vessels.


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[1.2] Characters
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The Sabers, Super Powered Agents
 The cybernetic agents who have the mission of freeing Earth from Dr. Bruford
 and his forces. The Sabers are armed with energy emitters built within their
 bodies, allowing them to project focused and very lethal fields of energy.
 Their main attack is to project an energy blade out from their hands, but
 they can use the same energy to coat their boots (for kicking attacks) and
 even their entire bodies (for somersaulting attacks). The agents can unleash
 massive surges of energy to devastate all nearby foes, too.
   The agents are also equipped with other devices that grant them additional
 superhuman abilities, such as scaling walls and ceilings unaided, jumping
 several meters into the air, and resisting infestation from Dr. Bruford's
 parasites. Unfortunately, Kurtz's parasitic defense systems have been
 defective, allowing the doctor to take control of him.

The "Parasites," Stuff You Don't Want in Your Brains
 Dr. Bruford's extremely sophisticated brand of microorganisms. Their name
 being somewhat of a misnomer, the parasites can convert almost anything,
 living or nonliving, into one of the doctor's minions. If the victim is
 living, it mutates into a twisted version of its former self, often gaining
 new offensive capabilities. If the victim is not living, it becomes an
 equally dangerous automaton.

Sena (a.k.a. Sheena), Saber #3
 Sena's element is ice. Her attacks freeze enemies to near absolute zero
 temperatures, causing them to shatter violently afterward. Sena's saber
 is wider vertically but shorter laterally, so she has an easier time
 killing enemies approaching from above or below her. Sena's Special
 Attack is the Ice Cyclone, which sends out a storm of ice crystals.

Alon (a.k.a. Allen), Saber #2
 Alon's element is electricity. His attacks electrocute enemies, causing
 them to explode. Alon's saber is longer laterally but narrower vertically,
 so he has an easier time killing enemies approaching directly from his
 front. His saber can also hit bad guys close behind him. Alon's Special
 Attack is the Lightning Dragon, which is a flying electric serpent that
 weaves through the air.

Kurtz, Saber #1
 Kurtz's element is fire. His attacks incinerate enemies, causing them
 to burn completely away. The bad news is that Kurtz is now mind-controlled
 by Dr. Bruford, and the fact that he is the strongest of the three Sabers
 doesn't help. Luckily for the heroes, he won't show up very often. Kurtz's
 saber has both great lateral reach and great vertical width. Kurtz's
 Special Attack is the Fire Wave, which generates pillars of flames that
 erupt across the floor. Kurtz also has a third attack, which is throwing
 superheated darts.

Dr. Gordon Bruford, Scientist Seeking World Domination
 The guy who has suckered his fellow humans into leaving Earth, so he can take
 over the planet with his parasites. He current whereabouts are unknown, but
 he is suspected to be hiding inside a laboratory somewhere under the oceans.


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[1.3] Controls
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 Other than the dissimilar shapes of their sabers, Sena and Alon have equal
 abilities. The damage they deal is the same, and the freezing and exploding
 effects of their respective elements on the bad guys are only for show.

Movement Pad (D-Pad) - Move. Press Left and Right to walk, and double tap
 Left and Right to run. While hanging onto walls and ceilings, press Up,
 Down, Left, and Right to climb. "Running" is still possible while scaling
 walls and ceilings (by double tapping diagonally Left and Right).

Attack Button (Y) - Attack with the saber. Unless the heroes are in the air,
 swinging out their sabers requires them to stop in place.

Jump Button (B) - Jump. The longer this is pressed, the higher the jump.
 Hold Up while ascending to perform a somersault attack at the cost of
 a little jumping height. Hold Down while descending to perform a kick.
 The kick can be aimed sideways by pressing Left and Right.

Special Attack Button (X) - Special Attack. This damages every enemy
 on the screen. Performing a Special Attack costs one MegaBomb.

Slide Button (L or R) - Slide. While sliding, the heroes will kick any
 enemies in their way. Sliding is also helpful for squeezing through
 narrow spaces. The heroes cannot slide on steep slopes.

Color Button (Select) - Change colors. While the game is paused,
 press this to change the colors of the heroes' hair and clothing.

Pause Button (Start) - Pause.


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[1.4] Option Menu
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Players - Adjust the number of Lives. The default setting is 3, but this may
 be changed from 1 to 5, or with the Secret Menu accessed, from 1 to 9.

Level - Adjust the Difficulty Setting. The default setting is Normal, but
 this may be changed to Easy or Hard. The higher the Difficulty Setting,
 the more enemies there are and the less frequently items are dropped.

Music - Adjust the audio output. The default setting is Stereo, but
 this may be changed to Mono or Off (for no background music but with
 stereophonic sound effects).

Config - Adjust the controls.

Exit - Return to the Main Menu.


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[1.5] Items
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 All items appear inside floating bubble-like capsules that are found
 at preset locations or are dropped by certain enemies. The higher the
 Difficulty Setting, the fewer the enemies who drop items. Items do not
 disappear until they are picked up.

Item: Saber Upgrade (blue energy sword)
Notes:
 Increases the size of the hero's saber, extending its range. A saber can
 be powered up only once, and the saber returns to normal if the hero gets
 wasted. When a hero has an upgraded saber, all subsequent enemies she or
 he kills who normally drop Saber Upgrades will drop MegaBombs.

Item: MegaBomb (red energy spark)
Notes:
 Adds 1 MegaBomb. Performing a Special Attack costs one MegaBomb.

Item: Regular Health Kit (white)
Notes:
 Adds 1 Life Point. The heroes have a health capacity of 8 Life Points.

Item: Advanced Health Kit (blue)
Notes:
 Adds 2 Life Points.

Item: 1-Up
Notes:
 Adds 1 Life. 1-Ups appear as either Sena's face or Alon's face, but there
 is no difference between the two versions. If both heroes are active, 1-Ups
 will tend to appear in pairs. A 1-Up is also awarded at every 50000 Points.


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[1.6] General Tips
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 - Play with a friend for an easier time. Sena and Alon are far more
 powerful as a team, because they can combine the respective advantages
 of their sabers.

 - There is no Timer, so take the time to explore every corner to find
 extra items.

 - Follow the Navigation Arrow when in doubt. The Stages are often laid
 out clearly, but if for any reason the heroes are lost as to where they
 should be heading to next, they can always go in the direction indicated
 by the Navigation Arrow. (The Navigation Arrow is replaced by an "ALERT"
 warning message when a miniboss or boss is present.)

 - Kill as many enemies as possible, if not for the Points, then for the
 items. (Try not to kill the bad guys so they will drop items inside a wall.)
 The enemies who drop items are always the same on each Difficulty Setting.
 There should also be a beep when an item appears, whether it is dropped by
 a defeated enemy or it has shown up at a preset location.

 - Obtaining a Saber Upgrade should be a high priority. Not only do Saber
 Upgrades increase a hero's attack range, they also indirectly give her
 or him more MegaBombs, because all subsequent enemies the hero kills who
 normally drop Saber Upgrades will drop MegaBombs.

 - Normal jumps are higher than somersault jumps, so always do normal jumps
 to reach those far ledges or to clear those extra wide gaps. (A hero must
 pause for a moment after landing from high jumps, as opposed to landing
 from shallow jumps.)

 - The heroes will bounce off from an enemy if they hit it with a diagonally
 downward kick. If they hit it with a straight downward kick, they will
 cut through it.

 - The heroes can slice through several bad guys in a row by sliding, but
 they will pause momentarily at the end of a slide, which can leave them
 exposed to enemy attacks. Sliding is a great way to squeeze through narrow
 passageways, but the heroes cannot slide up or down steep slopes.

 - The heroes always take 1 Point of damage per blow. Unless the heroes are
 hanging onto a wall or a ceiling, they will get knocked back whenever they
 are hit. While they are blinking, they cannot pick up items.

 - If a hero gets wasted but has at least 1 Life in reserve, that hero will
 continue from where she or he has died with 2 MegaBombs. The heroes should
 use up their MegaBombs if they are about to die, so they won't waste them.
 If a hero has 0 Life Points when a Stage is finished (usually by having
 the partner destroy the boss just as she or he gets "killed"), that lucky
 hero will begin the next Stage with 1 Life Point.

 - If it's Game Over, the game will return to the beginning. There are 4
 Credits (including those used to begin the game) shared between the heroes.


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


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

[We see Earth from space turning from its usual blue color to a reddish one,
 symbolizing Dr. Bruford's new reign over it.]

[We see a family, consisting of a mother, a father, and their daughter,
 watching Earth through a large window from their space vessel, as it
 and several other vessels begin flying away from the planet.]

[We see Dr. Bruford's face turning into a monstrous version of itself
 through the effects of the parasites. Then, behind him in the darkness,
 several more mutants also with monstrous visages appear.]

[We see some schematics of the Sabers, showing their internal
 structures and the special equipment built into their bodies.]

[We see the laboratory where the Sabers are kept inside their capsules.
 One of the three capsules, the one used to hold Kurtz, is empty. Sena
 and Alon remain undisturbed in their own capsules.]


------------------------------------------------------------------------------
[2.1] Stage 1: Taj Base
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Story:

 Taj Base is a military compound located in the northwestern regions of
 the North American continent. Equipped with several missile silos and a
 fleet of fighter jets, it has originally been meant for defense purposes.
 Now under the control of the parasites, its armory is being used to serve
 the plans of Dr. Bruford. Sena and Alon must wipe out the parasites within
 Taj Base and cut the doctor off from this major source of weaponry.


General Hints:

 This Stage is pretty simple in terms of layout and terrain. The heroes
 should have little trouble dealing with the bad guys, and the boss isn't
 too tough to beat. This place also offers a great opportunity for the
 heroes to stock up on Life Points and MegaBombs for the upcoming Stages.


Walkthrough:

 Begin by walking right, killing the mutant soldiers who appear from both
 sides. (These soldiers can shoot bullets or toss grenades.) Grab any items
 they drop, especially the Saber Upgrades. When the heroes head down the
 slope, they will face spinning drones that drop down and eventually roll
 toward them. Slash them and the soldiers, and climb up the wall to the right.

 To kill the soldiers on the walkways jutting out from the wall, somersault
 attack them from the bottom. After climbing to the top, jump toward and
 slash apart the chute that generates spinning drones. Continue right,
 killing any soldiers in the way, and drop down into the hole. Work through
 the sloped corridors, and destroy the canisters on the ceiling that spit
 out small drones that can fire tiny energy bolts. Climb onto the high ledge
 past these canisters to find a free MegaBomb. Go down to the cluttered hall,
 and waste the flying mutants. These guys may drop Health Kits.

 Drop into the hole, and fall all the way down to the laboratory, where a
 large cylindrical piece of equipment lies. This device must be a part of
 some kind of warp gate project, because several flying mutants will come
 out from it, one by one. Kill the enemies as they emerge. These guys may
 drop items on the easier Difficulty Settings. When the heroes walk past
 the device, mutant soldiers will appear from the right. Kill them, and
 then go up the wall or the rails at the left, fighting even more soldiers
 on the walkways. Cross the bridge at the top, and enter the corridor that
 leads to the missile silo.

 Miniboss: canister soldier
 There is something inside the fuel canister, and it wants to kill the
 heroes. First, the canister will bulge and bounce toward the heroes.
 Slash the canister when it is on the ground, and then run away or slide
 underneath it when it lurches through the air. Once the canister breaks
 apart, the soldier inside will emerge. It is armed with only a flamethrower,
 and it just jumps around the place. The heroes should kneel under its
 flames, and they should cut it apart when it comes close enough to them.

 To leave the silo area, climb up the broken missile and enter the next
 corridor. The mutants crawling along the ceiling can spit out electric
 shots. Dodge their projectiles and kill them quickly. These guys may drop
 Advanced Health Kits on the easier Difficulty Settings. Search the collapsed
 end of the corridor at the right to find a 1-Up or two. Now get up to the
 hangar by climbing through the hole in the ceiling. Before the heroes can
 exit the hangar, the massive door will close down and attack them.

 Miniboss: hangar door
 Parts of the door will extend outward, firing missiles. The missiles can
 be destroyed, but the best thing to do is to strike quickly and destroy the
 extensions before they can even squeeze off a shot. Stand back a bit from
 the door, and then jump up and down while slashing away at the extensions.
 The last extension is red instead of purple, and it is tougher to kill.
 These guys may drop items.

 Outside the hangar, walk across the runway to hear the boss laughing.
 Climb onto the plane.


Boss: Beautiful (fighter jet)

 The Tomcat fighter has been taken over by an advanced parasite called
 Beautiful. (Yes, that is its name.) For the first phase, it will take
 off into the air, performing a vertical loop in an attempt to throw off
 the heroes. The heroes can simply stand still, and they will automatically
 grab hold and survive. The heroes can hang onto the plane bottom (when it
 is rightside-up) or stand on the plane bottom (when it is upside-down), but
 as long as the plane is looping, the heroes cannot walk along its surfaces.

 For the second phase, Beautiful will extend parts of itself to attack the
 heroes. The heroes simply have to slash apart the extensions, which protrude
 from the otherwise "normal" parts of the fighter. Some extensions will shoot
 projectiles that can be destroyed, but the heroes can kill the extensions
 before they even fire. The first extension appears at the mid section behind
 the cockpit, the second at the tail fin, and the third toward the nose.

 For the third phase, Beautiful's core will emerge from the cockpit and try
 to ram the heroes. It can fire bursts of energy shots, too. This is the most
 dangerous part of the battle, because the plane will be performing loops
 again. If the heroes get hit by the core while they are standing or jumping,
 they may miss landing on the plane. The easiest way to win here is to use
 Special Attacks until the boss dies. Otherwise, the heroes will need to
 cautiously strike at the core, and this may be rather difficult to do when
 the fighter is upside-down. The core will also get knocked back whenever
 it is hit.

 Once Beautiful's core is destroyed, what is left of the fighter will spin
 out of control, and the heroes will automatically jump away to safety
 before it explodes.


------------------------------------------------------------------------------
[2.2] Stage 2: Tong City
------------------------------------------------------------------------------


Story:

 Tong City has once been a bustling center of economic development in Asia,
 but now it is an eerily quiet jungle of skyscrapers inhabited by parasites.
 Scanners detect unusual activity on top of the temple at the heart of the
 city, so Sena and Alon are going to investigate it.


General Hints:

 This Stage contains lots of inorganic enemies, mostly animated statues
 who can throw projectiles at the heroes. There are also several mechanical
 traps set around the place to impede their progress, and bottomless pits
 become a common hazard in the second half of the Stage. As long as the
 heroes work their way patiently around the traps, they will do fine.


Walkthrough:

 As the heroes walk down the path to the right, some of the statues will
 become animated and turn into spear soldiers, tossing their weapons at the
 heroes. The heroes can duck under these spears if they are close enough to
 the enemies, but the spears can also be destroyed. Kill the spear soldiers,
 including those who sneak up from the left. These guys may drop items on
 the easier Difficulty Settings.

 At the end of the path, drop down and enter the cave. Past the lone spear
 soldier is a lightning trap. (The Japanese and Chinese character on it means
 thunder.) This trap spits out lightning bolts from the mouths at its sides,
 and these bolts will bend back toward the top of the trap. It shoots the
 bolts when its character flashes. Observe the bolts' pattern, and then move
 forward when the path is clear. Climb down to the other side of the trap.
 At the bottom are two green statues who spit out shots that can be destroyed.
 Kill them both, and then go down the gap to the left.

 Enter the narrow temple corridor. To proceed, the heroes must slide past
 underneath the electric traps when the currents are off. The heroes should
 stand two character lengths away from the trap under which they plan to
 slide, or else they may slide into the next trap ahead. Some green statues
 will also roll up, but they can be easily killed. They may also drop items,
 but grabbing these items can be tricky, seeing how they may appear below
 the traps. After the electric traps, there are rod traps that will rise
 from the ground and then spit out electric bolts that arc back toward the
 floor. The heroes can stand underneath the arcs and whack the rods, possibly
 killing them before they even release their bolts. The last rod trap may
 drop an item.

 Miniboss: floating head
 The head of the statue at the shrine in the background will break off and
 float toward the heroes. The head spits out shots that can be destroyed,
 but it can also drop straight down, attempting to crush the heroes. The
 best way to kill the head is to hit it from the sides, knocking it back
 every time it receives a blow.

 To the right, past the shrine, there is a green statue within an alcove.
 Kill it, and pick up the 1-Up or two it is guarding. Now climb up the
 rock wall, and get onto the path back outside in the city. Chop up the
 cloud riders who fly across the sky before they swoop down. Some cloud
 riders can also leap down and run along the floor. These guys may drop
 items. To clear the large gap, simply do a normal jump across it. Keep
 going along the path, killing a few more spear soldiers, and meet Kurtz.

 Miniboss: Kurtz, first encounter
 Kurtz does not walk, but he can jump and slide. Leaping over his Fire Wave
 is possible, and his darts can be knocked out of the air, but he strikes so
 quickly that avoiding his attacks is very tough. A solid tactic is to hit
 him as rapidly as possible or to pull off Special Attacks repeatedly.

 After Kurtz leaves, continue right to meet more cloud riders and spear
 soldiers. These guys may drop items. Jump across toward the tower. Scale
 over it and back down its other side while battling more cloud riders.
 Beyond the tower, jump over to the floating walkways. Deal with more
 spear soldiers waiting there, and climb up until finding a fire trap.
 (The Japanese and Chinese character on it means fire.) Like a lightning
 trap, this sucker spits out its stuff when its character flashes, but
 unlike the lightning bolts, the flames only shoot straight forward,
 without curving. When the way is clear, climb on top of the fire trap
 and jump over toward the lightning trap. Then, get over to more walkways
 and jump up again onto a second fire trap. Climb up the rock wall above it.

 Miniboss: rock monster
 This guy grows out from the cliff and drops boulders that roll toward
 the heroes. Stand on the slope before it and wait for the boulders to
 come, and then jump straight up over the boulders and slash it.

 Go through the break in the cliff wall to see an Advanced Health Kit on
 top of a bridge. Stepping on this bridge will cause it to collapse, so
 jump onto the item before leaping away again to avoid falling into the
 pit. If the bridge breaks and the heroes have not crossed it, they will
 need to do a normal jump across it. On the temple roof, cut apart the
 green statues rolling down from the top and the cloud riders swooping
 down. These guys may drop items.


Boss: Shuri-Shumi (corrupted statue)

 This statue used to represent a goddess of fortune and happiness, but now
 it is a twisted nightmare thanks to the advanced parasite infesting it.
 Shuri-Shumi can fire reflective laser beams out from its right hand, and
 it can summon flame spirits across the ground by raising its left hand,
 roasting anything within the bottom portion of the screen. The boss'
 weak point is its head. When the heroes slash it, Shuri-Shumi should
 cry out faintly, like a little girl.

 There is a platform on the left side. The heroes can stay there to avoid the
 flames, but they can't do much else there other than using Special Attacks.
 The heroes should stand on Shuri-Shumi's outstretched right arm, with its
 wrist below their crotches. If they position themselves correctly, they
 won't be hit by the laser beam when it comes out from the finger and when
 it reflects back toward them. Because the heroes are also standing on
 the arm, they are high enough to stay out of the flames yet remain close
 enough to the head to hit it with upgraded sabers. (If Sena does not have
 an upgraded saber, she may need to walk up on Shuri-Shumi's lap and then
 jump to hit the head.) Touching the head is not healthy.

 If the heroes whack the head enough, the parasite will die in a bright flash
 of white light, and the statue will be cleansed of its evil influence.


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[2.3] Stage 3: Jod Valley
------------------------------------------------------------------------------


Story:

 Jod Valley is one of the last places in the western regions of the South
 American continent that still contain pristine rain forests. Unfortunately,
 that has not kept the parasites from invading it. Sena and Alon have the
 task of kicking out the unwanted guests and restoring meaning to the term
 "all-natural."


General Hints:

 Unlike the previous Stage, this place contains bad guys who are mainly
 organic. Many of them can fly, and they tend to swarm the heroes as they
 travel down into the valley. This Stage also lacks bottomless pits, but
 there are a few spike traps, which are just as deadly.


Walkthrough:

 The heroes will be attacked by a large hawk as they enter the valley.

 Miniboss: hawk
 As long as the heroes kneel, the hawk won't be able to reach them. Whenever
 the hawk dives down, slash it. The heroes can hit it even while they are
 ducking. When the hawk dies, its severed head will be taken away by a
 reptilian mutant who swoops past here.

 Jump down the cliff to the right. Several winged mutants will fly near the
 heroes and then dash toward them. Somersault attack them as they approach
 to waste them. These guys may drop items on the easier Difficulty Settings.
 Before going all the way down, climb up the high cliff to the right
 to find a free MegaBomb. At the bottom, where the path continues, the
 floor is covered with spikes. Leap up and grab the very ends of the
 swinging vines, and swing over the spikes by jumping from vine to vine.

 Keep going down the valley to meet a swarm of wasps. Swat them away before
 moving ahead. These guys may drop items. Up next is a metallic dinosaur.
 This dude will run back and forth quickly if the heroes approach it or hit
 it. For an easier time, the heroes can slash it from the other side of the
 wall, if they have upgraded sabers. Continue down the path to find a broken
 bridge with more spikes. Kill the wasps who show up, and then do a normal
 jump across the spiky gap. Don't get the items the wasps leave behind if they
 are too close to the spikes. At the end of the path, climb below the log.

 Miniboss: wall serpents
 A giant serpent coming out from the wall will attack. Whack its head and
 jump over or slash away any bullets it shoots. (If the bullets are too low,
 Alon may not be able to hit them, even with an upgraded saber.) After this
 serpent dies, go down to the following area to fight another serpent, which
 behaves the same as the first one.

 The next part contains more wasps and dinosaurs. Seeing how the dinosaurs
 cannot walk on slopes, try to hit them from a distance whenever possible.
 Before going down into the narrow hole, search the cliff at the far right
 for a free Health Kit. Inside the narrow hole, several wasps will fly in
 to attack, so the heroes should drop down as quickly as possible to avoid
 them. These wasps may drop items on the easier Difficulty Settings, but they
 aren't worth getting because fighting inside the tunnel can be more trouble
 than it's worth. After landing on the field, the heroes should go right.

 Miniboss: reanimated hawk
 The reptilian mutant who has run off earlier comes back, dropping off the
 severed hawk head before leaving again. The head will grow a new mechanical
 body, and it will have two attacks. The first is a high punch, underneath
 which the heroes can easily duck. Then, it will jump. When it lands, it
 performs its second attack, which is kicking twice, releasing two energy
 rings that travel across the ground. These rings can be dodged only by
 jumping over them, and the heroes can leap over both rings at once if
 their timing is good. Afterward, the hawk will repeat its attack pattern.

 After the reanimated hawk dies, a missile will launch out from a concealed
 hatch within the distant forests. The heroes will automatically jump off
 from the ledge before getting blown up. At the bottom, go left to fight
 more wasps and dinosaurs. Drop down below the broken bridge to fight some
 winged mutants. Climb up the cliff to the right to find a 1-Up or two. From
 there, the heroes only need to continue down the valley, fighting two more
 dinosaurs before finding a Health Kit at the mouth of the cave. Enter the
 cave and drop down into the dark pit, leaning back to the left to avoid
 landing on the boss at the bottom.


Boss: Skeltor (reanimated prehistoric beast)

 Skeltor is the fossilized remains of an incredibly ancient reptile, and it
 has been revived by an advanced parasite. This boss is the least intelligent
 one of all, but that doesn't mean it isn't dangerous. Thanks to the
 parasite's effects, it has grown into a fire-breathing menace.

 Skeltor periodically breathes a stream of fire diagonally downward, so
 the heroes should get somewhat close to the boss' body and kneel under
 the flames. Once Skeltor stops breathing, they can leap straight up and
 strike its head. Upon doing so, the heroes must get back to the ground,
 because Skeltor will immediately let loose another stream of fire after
 it reels back from the blow. (If Sena has an upgraded saber, she doesn't
 even need to jump. She can just stand below the head and slash out to hit
 it when it moves low enough.) Touching any part of Skeltor is not healthy.

 When Skeltor gets whacked on the head enough times, the boss will smolder
 out and collapse, becoming extinct once again.


------------------------------------------------------------------------------
[2.4] Stage 4: Gray Fac
------------------------------------------------------------------------------


Story:

 Gray Fac is a factory in eastern Europe responsible for manufacturing
 alloys and other materials. Dr. Bruford has captured it to take advantage
 of its precious resources. Sena and Alon should see to it that he won't
 be exploiting this facility anymore.


General Hints:

 This Stage contains a lot of traps, with the most lethal ones being the
 rolling blades (which can chip away the heroes' health) and the smelting
 pools (which can kill them instantly). Take care to avoid those traps.
 At least there aren't as many regular enemies to deal with here.


Walkthrough:

 At the entrance to the factory, the heroes need to maneuver past the
 two balls swinging back and forth. The heroes can move through the chains
 without harm, so they can stay on the ceiling for an easier time. Afterward,
 the heroes must climb along the ceiling to get across two smelting pools
 that cast out columns of fire. Watch the flames building up below to see
 where the columns will shoot up.

 Past the smelting pools, climb up the wall to the right. At the top, kill
 the mutant technicians. These technicians hide machineguns under their
 heads, but their bullets can be destroyed. Continue to the right, getting
 onto the main walkway. Three patrol drones will fly down. They like to
 move away from the heroes if they get too close, and they will use a flame
 tongue attack after a while. Quickly jump and slash or use somersault
 attacks to kill them. These guys drop an Advanced Health Kit and possibly
 other items. Now get onto the yellow walkway ahead and go on right.

 Miniboss: knight
 This armored dude flies around in the air, using a variety of attacks.
 It can slash with its sword, it can shoot out energy waves, and it can
 charge toward the heroes with its sword held in front. Duck underneath
 or jump over the knight and its projectiles, depending on their height,
 and slash it whenever possible. Using Special Attacks against it isn't
 a bad idea, considering how it moves around so much.

 After the knight dies, the heroes will jump down for some weird-ass reason.
 Rolling blades will also begin dropping down and moving along the platforms.
 To leave, the heroes must reach the upper left corner of this area, but
 there are some items here they can grab first. The heroes can drop all the
 way to the lower right corner to find a 1-Up. Now hang underneath the lowest
 walkway to be safe from the blades. Move left, climbing back up to grab the
 free MegaBomb and the free Health Kit along the way. When they are ready,
 the heroes need to climb up the walkways, dodging the blades as best as
 they can. Use normal jumps to reach the higher walkways. When the heroes
 climb onto the walkways at the upper left corner of the area, the blades
 will stop coming. (If they drop back down, the blades will appear again.)

 Continue along the walkways, killing the two groups of three patrol drones
 for items. Climb onto the ceiling and scale across the chasm to the other
 side. Enter the corridor, kill more mutant technicians, and meet Kurtz.

 Miniboss: Kurtz, second encounter
 Kurtz uses the same attacks from before, only now he is a little more
 aggressive and he takes more damage before running away. Again, hit
 him fast and hard, pulling off multiple Special Attacks as needed.

 After Kurtz leaves, the heroes should jump across the conveyor belts, taking
 care not to fall into the smelting pools. Also watch out for two trios of
 patrol drones. Beyond the smelting pools, proceed down the corridor.


Boss: Southern Jumbalaya (transport robot)

 This quadrupedal transport robot, under the control of an advanced parasite,
 has been modified into a sort of oversized security guard. Having caught up
 to the heroes, it now wants them dead.

 For the first phase, Southern Jumbalaya will chase the heroes, releasing
 electric sparks along the floor and the ceiling. The heroes can simply
 stay on the ground and hop over any sparks that come toward them.
 The boss cannot be hurt during this phase.

 For the second phase, Southern Jumbalaya will walk back and forth across
 the bottom of the shaft. The heroes should climb onto the high platforms
 on either side of the shaft to avoid getting trampled. The boss will
 eventually stop at the middle of the shaft and then begin climbing up,
 even if the heroes haven't attacked it while it has been walking.

 For the third phase, Southern Jumbalaya will not stop climbing up the shaft,
 so the heroes must keep up with it. As they climb, they also need to hit
 its body to destroy it. The boss periodically launches a homing missile out
 of its ass, but the heroes can slash or kick the missile to get rid of it.
 As the boss gets banged up, parts of it will blow off. Only its torso, not
 its head, is a vital part. The heroes can also touch the boss' arms and legs
 without getting hurt.

 Once Southern Jumbalaya's torso goes BOOM!, the boss is destroyed.


------------------------------------------------------------------------------
[2.5] Stage 5: Bruford
------------------------------------------------------------------------------


Story:

 Dr. Bruford's secret base has finally been discovered, being a large island
 that has risen up from the middle of the Pacific Ocean. Analysis suggests
 the doctor has merged himself with his laboratory through the use of
 parasites, and if that is the case, the place will be extremely dangerous.
 Sena and Alon need to be prepared for anything they may face in there.


General Hints:

 Not surprisingly, the final Stage is very challenging. The heroes will be
 tested to their limits against the brutal enemies and the numerous traps
 (especially the bottomless pits) that are found here.


Walkthrough:

 Sludge mutants will greet the heroes at the entrance. Their heads can explode
 into four fragments, and so will their bodies when the heroes waste them.
 Stay back a little bit and keep slashing to destroy the fragments. Climb the
 walls or walk up the curved platform, and meet and kill more sludge mutants.
 Continue on until finding several holes in the background wall.

 Miniboss: tunnel serpent
 This serpent will snake in and out of the holes in the background wall.
 When it exposes itself, attack any part of its body to damage it. The
 heroes should be careful as they jump up to hit it, seeing how it may
 ram into them as it weaves left and right through the air. This guy can
 spit out shots occasionally, too.

 After the serpent dies, the heroes will jump down into an extremely long
 vertical shaft. During their descent, several flying heads will appear,
 trying to shoot them. The heroes can dispose of these heads by kicking or
 slashing them. The bottom of the shaft resembles a roughly U-shaped bowl.

 Miniboss: floating head 2
 This head is similar to the one back at Tong City, only the uneven terrain
 here makes it tougher to outmaneuver, and the head does not get knocked
 away as easily whenever the heroes hit it. Again, whack it from the sides,
 destroy or avoid its shots, and don't get caught under its vertical crush
 attack. The ditch at the far left is solid ground, but the hole at the
 far right is a deathtrap.

 With the head gone, go right, toward a particularly nasty area. Several
 platforms will move through the vertical shafts, and turrets all around
 the place will shoot at the heroes as they ride the platforms. Step on the
 platforms to make them move in the proper direction, depending on the shaft
 where the heroes are. Slash apart any turrets within reach, and avoid or
 destroy the shots from the other turrets. The turrets may drop items, but
 grabbing them is tough due to the motions of the platforms. There are four
 shafts in all, and the platforms in them alternate between going up and
 going down.

 The next section consists of platforms moving along circular rails over
 a large pit. Carefully leap across the platforms, picking up the two
 Advanced Health Kits if possible. Now take the elevator up the mutated
 shaft. (Check out the background around here. Those capsules are creepy.)
 The heroes cannot touch the walls of this shaft because they are covered
 with spikes, and the turrets here aren't helping. Cut down or avoid their
 shots, and when the elevator reaches the top, jump off to the right.

 Get onto the top of the chamber, where a grotesque humanoid machine can be
 seen in the back. Drop down into the chamber to find a free Saber Upgrade
 on the left ledge, a free Advanced Health Kit on the right ledge, and
 Kurtz at the middle of the floor.

 Miniboss: Kurtz, third encounter
 Kurtz uses the same attacks from before, only now he is even more aggressive
 and he sucks up a lot more damage before running away. Again, hit him fast
 and hard, pulling off multiple Special Attacks as needed. If the heroes
 climb to the top of the chamber, Kurtz will follow them up there.

 After Kurtz leaves for the last time, jump into the corridor at the right
 and fight a few mutant soldiers. Climb up the twisting corridor carefully,
 watching out for rolling drones that come down. At the last hallway before
 the final bosses, there are a Saber Upgrade, an Advanced Health Kit, a
 MegaBomb, and a 1-Up (or two) all free for the heroes' taking.

 Miniboss: tower
 A tower of mechanical heads guards the entrance to Dr. Bruford's lair.
 The middle head spits out green shots periodically, so kill it to get rid
 of the shots. The top head will extend itself downward, trying to bash the
 heroes. Hit this top head either by jumping up and slashing it when it is in
 its resting position or by moving back and then attacking it after it extends
 downward. After the top head is busted up, the bottom head will shoot out
 deathrays and, occasionally, slow spreading eyeball shots. Kneel at the
 shallow pit before this bottom head and slash at it to damage it and to
 kill any eyeballs that appear. Having upgraded sabers here helps a lot.

 After the tower is defeated, the heroes will jump down to fight Dr. Bruford.


Boss: Dr. Bruford (scientist)

 Dr. Bruford, merging his body with an advanced parasite, is now an
 eight-story-tall horror. He attacks by spitting out energy waves from
 his mouth and by swatting the heroes with his nasty fingers. The energy
 waves are slow and can be easily dodged or destroyed, but the hands are
 a pain in the ass to avoid.

 Dr. Bruford's weak point is his beating heart within his chest, but it is
 protected by a translucent shield. To remove the shield, simply strike the
 boss' head. The trick here is to whack the heart as much as possible when
 it is exposed, all the while avoiding the boss' attacks. If both heroes are
 active, Sena should hit the head, because her wider saber can deal with the
 energy waves more effectively, while Alon should concentrate on destroying
 the heart. If there is only one active hero, she or he will need to jump
 back and forth between the head and the heart. (Somersault attack when
 jumping upward to destroy any waves in the way). Touching the heart when
 it is exposed is not healthy.

 Once the heart is chopped up, Dr. Bruford's head will explode. Cool.


------------------------------------------------------------------------------
[2.6] Epilogue and Staff Credits
------------------------------------------------------------------------------

[We see the daughter of the family from the space vessel running left along
 the horizon, in front of a dark, beautiful sunset. The Staff Credits roll
 by along the bottom of the screen.]

    RunSaber
     Staff

    Program
     R.Kawa
     R.Rogers
     H.Takeda
     T.Sakamoto

    Graphic
     S.Tomizawa
     A.Okamoto
     A.Yamazoe
     T.Tajima
     S.Hino

    Music
     H.Hashimoto

 Special Thanks To
     S.Oguri
     K.Hayashida

             The
              End

[Eventually, the girl reaches her parents and jumps into her kneeling
 father's arms. In the foreground, Sena and Alon stand together,
 witnessing the happy scene as a light wind breezes by them.]


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


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


------------------------------------------------------------------------------
[4.1] Secret Menu and Sound Test
------------------------------------------------------------------------------

 To access the Secret Menu, on the Copyright Screen, hold B, Y, Select, and
 Right. (There should be a message saying, "SECRET MENU ON !!") Enter the
 Secret Menu from the Main Menu. The number of Lives on the Option Menu can
 also now be set from 1 to 9, instead of from 1 to 5.

Stage - Adjust the Stage where the heroes begin. The default setting is 1,
 but this may be changed from 1 to 5.

Sound - Sample the sound effects. There are 63 effects. The default selection
 is 00.

Music - Sample the music. There are 14 tunes. The default selection is 00.

Exit - Return to the Main Menu.

 Press Left and Right to cycle through the tunes or effects. Press B or Start
 to play them. Exit the Secret Menu to stop them. (To hear anything in the
 Sound Test, the Music option must be set to Stereo or Mono.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.1] Background Music
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Time  Tune (14 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 00  -:--  (last tune played)
 01  1:03  Taj Base
 02  1:24  Tong City
 03  1:01  Jod Valley
 04  1:04  Gray Fac
 05  1:35  Prologue
 06  1:05  Bruford
 07  0:06  Character Select Screen, Map Screen
 08  0:03  Stage Clear
 09  1:07  Kurtz
 0A  0:54  Dr. Bruford
 0B  0:04  Game Over
 0C  2:19  Epilogue
 0D  0:11  Miniboss
 0E  0:38  Boss
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.1.2] Sound Effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Effect                  ##  Effect (63 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 00  electric current        20  item get
 01  machinegun 1            21  1-Up get
 02  spit                    22  electric death 1
 03  whack 1                 23  ice death 1
 04  crunch                  24  electric death 2
 05  cursor menu confirm     25  ice death 2
 06  Beautiful take off      26  whack 2
 07  bump                    27  saber attack (regular)
 08  Shuri-Shumi summon fire 28  Fire Saber
 09  hawk cry                29  boom 3
 0A  bloop                   2A  ring
 0B  buzz                    2B  zap
 0C  rattle                  2C  rumble
 0D  boom 1                  2D  throttle
 0E  machinegun 2            2E  "Run Saber"
 0F  rolling blade spin      2F  cursor value adjust
 10  boom 2                  30  New Game
 11  swish 1                 31  cursor move
 12  hum                     32  swish 2
 13  Kurtz teleport          33  boss laugh
 14  hum and swish           34  Skeltor roar
 15  chirp                   35  reptilian mutant cry
 16  heart thump             36  Shuri-Shumi hit
 17  whump                   37  miniboss groan 1
 18  Lightning Dragon        38  Sena Special Attack
 19  Ice Cyclone             39  Alon Special Attack
 1A  Special Attack charge   3A  Kurtz Special Attack
 1B  Special Attack topping  3B  Alon upgraded saber attack
 1C  ruffle                  3C  Sena upgraded saber attack
 1D  hero land, grab (click) 3D  miniboss groan 2
 1E  hero hit                3E  electric buzz
 1F  hero die
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------------------------------------------------------
[4.2] Color Change
------------------------------------------------------------------------------

 To change the colors of the heroes' hair and clothing, pause and press
 Select. (This is mentioned in the Instruction Booklet.) Sena and Alon
 each have eight different palettes, including the default one.

 +----------------------------------------------+
               Sena                Alon
  Palette  Hair    Clothing    Hair    Clothing
 +----------------------------------------------+
     1     green   purple      red     white
     2     brown   green       green   white
     3     blue    purple      blue    gray
     4     gray    green       red     orange
     5     purple  red         blue    green
     6     green   green       gray    yellow
     7     red     purple      blue    blue
     8     yellow  brown       gray    red
 +----------------------------------------------+


------------------------------------------------------------------------------
[4.3] Boss Strategies
------------------------------------------------------------------------------

Name: canister soldier
Attack: rams, uses flamethrower
Weak Point: any part
Stage: 1
Notes:
 Slash the canister, and run away or slide past underneath it when it
 jumps through the air. After the canister breaks open, hit the soldier
 while ducking under its flames.

Name: hangar door
Attack: fires homing missiles
Weak Point: extensions of itself
Stage: 1
Notes:
 Stand back a bit from the door, and then jump up and down while slashing
 away at the extensions. The missiles the extensions shoot can be destroyed.

Name: Beautiful (fighter jet)
Attack: fires projectiles, rams the heroes
Weak Point: extensions of itself
Stage: 1
Notes:
 Destroy the extensions that protrude from the body of the plane, kneeling
 under their shots as needed. The extensions will appear at the mid section,
 the tail, and then toward the nose. Hit the core when it comes out from the
 cockpit, but take care not to get knocked off the plane.

Name: floating head
Attack: crushes vertically downward, fires projectiles at the heroes
Weak Point: any part
Stage: 2
Notes:
 Hit the head from the sides while avoiding its vertical crush attack.
 The projectiles it spits out can be destroyed.

Name: Kurtz, first time
Attack: slashes, slides, throws darts, casts Fire Waves
Weak Point: any part
Stage: 2
Notes:
 Hit him quickly and relentlessly, using Special Attacks as needed. He does
 not walk, but he can jump and slide. Leap over any Fire Waves he sends out.
 His darts can be knocked out of the air.

Name: rock monster
Attack: drops boulders that roll forward
Weak Point: any part
Stage: 2
Notes:
 Stand on the slope before this guy and wait for the boulders to come.
 Slash it while jumping straight up over the boulders.

Name: Shuri-Shumi (corrupted statue)
Attack: fires reflecting laser beams, summons flames
Weak Point: head
Stage: 2
Notes:
 Stand on the boss' outstretched arm, just above its wrist, and slash away
 at its face. If the heroes position themselves correctly, they won't be
 hit by the laser beam when it comes out from the finger and then reflects
 back toward them. Remain on the arm to stay above the flames.

Name: hawk
Attack: dives
Weak Point: any part
Stage: 3
Notes:
 Kneel to avoid the hawk's grasp, and slash it whenever it swoops down.

Name: wall serpent
Attack: fires bullets
Weak Point: head
Stage: 3
Notes:
 Hit the head, and jump over or slash away any bullets it shoots.
 (There are two of these serpents, one appearing after the other,
 and both of them behave the same.)

Name: hawk, reanimated
Attack: punches, kicks out two energy rings after jumping
Weak Point: any part
Stage: 3
Notes:
 Duck underneath the punching attack while slashing at the hawk. When it
 lands from a jump, it will kick out two energy rings. Leap over the rings,
 and get ready to duck under its punching attack again.

Name: Skeltor (reanimated prehistoric beast)
Attack: breathes flames diagonally downward
Weak Point: head
Stage: 3
Notes:
 Kneel under the boss' flames. When it stops breathing, leap straight up
 and strike its head, and then get back to the ground to duck under another
 stream of flames.

Name: knight
Attack: slashes, fires energy waves, charges with sword held out
Weak Point: any part
Stage: 4
Notes:
 Kneel underneath or jump over the knight and its projectiles, depending
 on their height, and slash it whenever possible. Using Special Attacks
 should help, seeing how this guy moves around so much.

Name: Kurtz, second time
Attack: slashes, slides, throws darts, casts Fire Waves
Weak Point: any part
Stage: 4
Notes:
 Hit him quickly and relentlessly, using Special Attacks as needed. He does
 not walk, but he can jump and slide. Leap over any Fire Waves he sends out.
 His darts can be knocked out of the air.

Name: Southern Jumbalaya (transport robot)
Attack: fires electric sparks, fires missiles
Weak Point: torso
Stage: 4
Notes:
 For the first phase, run away from the boss, dodging the sparks it releases
 onto the floor and the ceiling. For the second phase, climb onto the high
 platforms on either side of the room to avoid the boss as it walks back
 and forth. For the third phase, keep up with the boss as it climbs upward.
 Avoid or destroy any missiles it fires, and keep slashing the torso.

Name: tunnel serpent
Attack: weaves through the air, fires projectiles at the heroes
Weak Point: any part
Stage: 5
Notes:
 Cut up the serpent whenever it exposes itself. The heroes should be careful
 as they jump up to hit it, seeing how it may ram into them as it weaves
 through the air.

Name: floating head 2
Attack: crushes vertically downward, fires projectiles at the heroes
Weak Point: any part
Stage: 5
Notes:
 Hit the head from the sides while avoiding its vertical crush attack.
 The projectiles it spits out can be destroyed.

Name: Kurtz, third time
Attack: slashes, slides, throws darts, casts Fire Waves
Weak Point: any part
Stage: 5
Notes:
 Hit him quickly and relentlessly, using Special Attacks as needed. He does
 not walk, but he can jump and slide. Leap over any Fire Waves he sends out.
 His darts can be knocked out of the air.

Name: tower
Attack: rams by extending out (top head), fires projectiles (other heads)
Weak Point: the three heads
Stage: 5
Notes:
 First, kill the middle head so it won't spit out projectiles. Next, kill
 the top head, which will try to extend itself downward in a ramming attack.
 Then, kneel at the shallow pit before the bottom head and slash away at it.

Name: Bruford, Dr. Gordon (scientist)
Attack: fires spreading energy waves, sticks in his creepy hands
Weak Point: heart
Stage: 5
Notes:
 Hit the head to lower the shield over the heart, and then drop down and
 attack the heart. When the shield is raised back up, hit the head to get
 rid of the shield again. Meanwhile, avoid or slash apart the energy waves
 that come out from the mouth, and dodge the arms as much as possible.


------------------------------------------------------------------------------
[4.4] Patch Codes
------------------------------------------------------------------------------

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

 7E1F34    00 to 09      Credits

 7E1F3A    00 to 08      P1 Life Points
 7E1F3B    00 to 08      P2 Life Points

 7E1F3C    00 to 09      P1 MegaBombs
 7E1F3D    00 to 09      P2 MegaBombs

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


------------------------------------------------------------------------------
[4.5] Game Genie Codes
------------------------------------------------------------------------------

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

 18B0-C4A4   Enemies cannot damage the heroes

 C2E7-4572   Infinite Credits

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


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


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

Name: Run Saber

Code: SNS-RU-USA (North American)

Developer: Hori Electric
Producer: Atlus

Genre: action platformer
Players: 2

Save: none

Size: 1.00 MB

Publisher: Atlus

Release Date: 1993-10--- (North American)

UPC: 730865300051 (North American)

Cover Art: (North American)

 Alon and the reanimated hawk miniboss rush toward each other as they
 fight on top of some gnarled, mutated branches. Alon doesn't really look
 like his in-game counterpart. While he is still wearing his white uniform,
 his slick, combed-over hairstyle is nothing like his stiff-looking in-game
 hairstyle. Held in his right hand is a blue (not a green) energy sword, the
 tip of which trails off more like a wisp of flame than it does a lightsaber.
 His feet are also "trailing off" like his saber, as though he is flying up
 to the hawk. The hawk resembles his in-game counterpart, having the same
 nasty green skin and metallic parts grafted onto it. Its human-like left
 arm reaches out for Alon, while its right arm is raised above its head,
 the hand replaced with sharp probe-like devices. The simple background
 is a reddish orange sky, which grows brighter toward what may be the
 afternoon sun behind the branches.


------------------------------------------------------------------------------
[5.2] Really Small Details That Aren't Worth a Saber Up the Ass
------------------------------------------------------------------------------

Sticky Fingers
 There is something very strange about the heroes. If they get hit while
 they are standing on the ground, they get knocked back, but if they get
 hit while they are holding onto a wall or a ceiling, they keep clinging
 onto it. Does this mean the heroes' fingers have a sturdier grip than their
 boots, or does this mean the heroes have really poor balance on their feet?

Going Skydiving
 During the battle with Beautiful, the heroes get wasted if they fall off
 the screen. So how come they can survive when they jump off the boss after
 it is defeated? There is no sign of the plane descending during the fight,
 so the ground below the heroes should not be any closer. Is there something
 that we are missing, like the battle conveniently ending over a lake or
 a sea, so the heroes can safely dive off from the plane and into water?
 If that isn't the case, then maybe gigantic cushions are mysteriously put
 under the heroes exactly when the boss dies.

Death Pits
 Speaking of heights, those "bottomless pits" shouldn't kill the heroes after
 we see how far they can fall without harm. At Jod Valley, they drop down
 insane heights at least twice, and at Dr. Bruford's lab, they can fly down
 that long shaft without sweating, but not down the pits below the platforms
 at the vertical shafts. What kind of crap is that?

Lights Out
 At Tong City, why are all those neon signs left switched on? If people are
 going to leave the planet for a while, shouldn't they turn off the lights
 and save some energy? It isn't like the mutants really need the illumination
 anyway, unless they also happen to enjoy lots of flashy lights.

Hot Heads
 Ever notice how the floating heads at Tong City and Dr. Bruford's lab look
 like the same, except in color? Apparently, the developer has found an easy
 way to recycle the head's graphics. At Tong City, the symbols on its forehead
 resemble arcane runes, while at the lab they look more like circuitry.

Alone in the Dark
 Why does Dr. Bruford even bother to reanimate the remains of Skeltor, seeing
 how it is down in a deep cave? It's not like the fire-breathing boss can
 climb out like the heroes can and go around kicking ass on the planet's
 surface, where all the action is. Sure, the doctor can later arrange for
 his henchmen to carry the sucker out from the cave, but that is hardly
 worth the hassle, considering how he can use the same resources to take
 over something juicier, like a nuclear missile or a condom dispenser.

Alone in the Water
 Why does Dr. Bruford expose himself by making his base emerge from under
 the oceans? If he sat his brown, rotting ass down there, he would actually
 prevent the heroes from getting to him. Maybe those parasites have messed
 up his brains. Don't say that Dr. Bruford has done this just to lure the
 heroes to their doom. If the bastard is so smart, then why doesn't he simply
 take control of more things and rebuild his forces? Oh yeah, nukes are too
 cumbersome, and living condom dispensers don't make very good soldiers.

Spontaneous Jumping
 Why the hell do the heroes leap off from the walkway at Gray Fac after
 wasting the knight miniboss? They can avoid all those nasty rolling blades
 if they just head back a bit and go on to the rest of the facility without
 taking that sudden and totally weird detour.

Kurtz?
 What ever happens to Kurtz? After he is driven off for the third time
 at Dr. Bruford's lab, he teleports away, never to be seen again. Is he
 supposed to die after that battle? Is he later found and corrected of
 his mind-control problem? Does he become friends with the heroes once
 more, or does he escape and stay evil, hoping to resume the fight later?

Hernia Time
 You probably know how the heroes have different victory poses (after killing
 a miniboss), depending on which of the heroes are present. You also probably
 know how they perform their victory poses only if they stay on flat ground
 after the miniboss dies. However, have you ever wondered why Alon's single
 victory pose looks so damn painful? Nobody would hold a sword like that,
 even if that person is a cybernetically enhanced mutant ass-kicker. The
 twitching the heroes do when they stand around isn't helping, either.


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

Hori Electric
 For developing Run Saber.

Atlus (www.atlus.co.jp)
 For producing Run Saber.

Nintendo Power (www.nintendopower.com)
 For providing some information about Run Saber. (See Volume 50, July 1993
 Issue, pages 16 to 21. Also see the Official Super NES Game Guide, page 37.)

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


==============================================================================
[6] Contact Information
==============================================================================

 mail: faididi@yahoo.com


==============================================================================
==============================================================================