       __________ 
      /         /\ 
     /   ______/ /_______      __/\F A i R L i G H T/\__ 
    /___/\_____\/__   __/\_______  _____________  _____     ___  ___  _____ 
   _\___\/   /\ \_/  /\/ _  /    \/ _  /  __/ _ \/  __/\   / _ \/ _ \/  __/\ 
  /         / /  /  / / _  / / / /  __/  __/ // /  __/\/  / _  / _  /__  /\/ 
 /_________/ /  /__/ /_//_/_/_/_/__/ /____/____/____/\/  /____/____/____/ / 
 \_________\/   \__\/\_\\_\_\_\_\__\/\____\____\____\/   \____\____\____\/ 
                         ________    ___      ________
      SYSOP             /  _____/\  /  /\    /__   __/\
       PAK             /  ___/\_\/ /  / /    \_/  /\_\/
                      /  /\__\/   /  /_/__    /  / /
    24 HOURS         /__/ /      /_______/\  /__/ /         CO-SYSOPS
  USR 14.4 HST       \__\/       \_______\/  \__\/          SLASH/FLT
 175 MEGS ONLINE      ______________     __ _______        BELGARION/FLT
 (813) 754-0685      / / / ___/ _  /\   / // / _  /\      THE THREAT/FLT
                    / / /__  / _  / /  / _  / // / /
                   /___/____/_//_/ /  /_//_/____ \/
                   \___\____\_\\_\/   \_\\_\____\_\
                                
                                GAME GENIE(tm) FOR SEGA(tm) GENESIS(tm) CODES

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

