============================================================================== Run Saber (SFC/SNES) (1993) ============================================================================== 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. ------------------------------------------------------------------------------ [-] 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. ============================================================================== [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. ------------------------------------------------------------------------------ [1.1] Story ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ [1.2] Characters ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ [1.3] Controls ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ [1.4] Option Menu ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ [1.5] Items ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ [1.6] General Tips ------------------------------------------------------------------------------ - 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 ============================================================================== ------------------------------------------------------------------------------ [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 ------------------------------------------------------------------------------ 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. ------------------------------------------------------------------------------ [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 ============================================================================== ==============================================================================