------------------------------------------------------------------------------- Teddy Boy For Sega Master System FAQ/Walkthrough By Jungon joaobuaes@gmail.com 2009/04/24 Version 1.01 ------------------------------------------------------------------------------- Contents: ------------------------------------------------------------------------------- Section . . . . . . . . . . Ctrl+F code I- Intro. . . . . . . . . . . . [00001] II- Story . . . . . . . . . . . [00002] III- Basics . . . . . . . . . . [00003] IV- Types of Puzzles. . . . . . [00004] V- How do I read the FAQ? . . . [00005] VI- Walkthrough . . . . . . . . [00006] VII- Table. . . . . . . . . . . [00007] VIII- FAQ . . . . . . . . . . . [00008] IX- Cheats. . . . . . . . . . . [00009] X- Copyright. . . . . . . . . . [00010] XI- Credits . . . . . . . . . . [00011] Version Updates: 1.01 (2014/04/23): Corrected enemies names and some english, added one more general scoring strategy although getting more than 8 enemies in a row is really a tough job. ------------------------------------------------------------------------------- I- Intro [00001] ------------------------------------------------------------------------------- Well, this is a walkthrough around the 50 rounds of Teddy Boy, I want to cover scoring too, but not in an exact and precise way. So, if you want to score high in this game, it can be useful. And I happen to love labyrinths, even if they loop to the four sides. ------------------------------------------------------------------------------- II- Story [00002] ------------------------------------------------------------------------------- If you can come up with a story for this game, that means you are as crazy as I am. Teddy Boy was playing so much video games, one day he went to sleep and started dreaming he was inside a video game. Flying snails, jumping lion heads, slugs that fall, and the ninjas... oh, the ninjas! His mission is to get rid of his nightmare. This is not the official story, that's for sure. Who cares? It's a labyrinth game, platformer and shooter, and better, a collecter. You have to collect the enemies you shot, because then, you can stomp your worst nightmares! Mwahaha. ------------------------------------------------------------------------------- III- Basics [00003] ------------------------------------------------------------------------------- Well, how to play can always help. So, even if you already know how to play, this section can prove useful by making you remember a command or two. Teddy Boy's commands are simple. Directional: You can move left or right, and change direction a lot during your jumps if you want. Button 1: Yes, your jumps. Teddy Boy's jumps go around 5 or 6 floor blocks high and when you are falling, you can accelerate or de-accelerate your fall. This ability is useful when you're collecting shrinked enemies in an infinite looping hole. Button 2: Your shots. most enemies shrink with only one, and glass walls can be broken with three shots. Enemies are detailed later. Fire on the floor: If you stand in the same place for more than 6 to 8 seconds, three blocks right under you will be set on fire, which will make them disappear. You will fall if you don't get out of there. You can keep falling, and waiting, and falling again in a new hole, until you're loop-falling forever. But that won't help you get a good score =P Oh, you can turn the fire off at the options screen, covered later. Collecting: After you kill an enemy, it will shrink into a little ball or just a little version of itself (but really, ninjas become balls). If you collect more than one in a short period of time, you'll get more score points. Eight of them would be the best you can do, it's worth around 40.000 points. I'm pretty sure there are ways to go over eight and get nine, ten, eleven, or even more, as I once got 1.000.000 points from a single Imorin, then realized that it was the tenth in a big sequence, luckily I was recording that game and could figure it out. Did it in Round 12. Dying: If you touch any enemy, you're dead. You have three lives at the start, and can earn two more on 100.000 and 400.000 points. Take care of these few lives, be careful not to die all the time from little mistakes. When restarting the round after losing one life, shrinked enemies will be back to normal, and the ones you collected will be gone forever. Time: You start each round with six bars of different colors representing time. Each of these bars is 16 seconds long. And it can be shrinked quicker, if you let little enemies wandering around. They become black evil ball-birds who eat your time, about 2 seconds each. Time is worth score at the end of every round, and it can vary from 100 to 20.000 points. Dice: Rounds have dice, and enemies will come out from them, in an order. The number dice show means the amount of enemies inside. Some enemies come out one by one, and others come all out at once. Shooting dice will not destroy it, in any way. Except for the bonus round, covered right now: Bonus Round: After four rounds, starting on Round 2, you'll be transported to a Bonus Round, which will grant you much more points. Dice in this round will be destroyed in one shot, opening an item you don't have to get. It goes as this: Points you get with each item: one. . . two. . . consecutive Dice 1: pack of cigarettes . . 200. . . 400. . . 1.000 Dice 2: beer . . . . . . . . . 400. . . 800. . . 2.000 Dice 3: red sneakers . . . . . 1.000. . 2.000. . 5.000 Dice 4: blue sneakers. . . . . 2.000. . 4.000. . 10.000 Dice 5: teddy bear . . . . . . 5.000. . 10.000 . 20.000 Dice 6: teddy dinosaur . . . . 10.000 . 20.000 . 50.000 Some dice can get you trouble too, like Denden (covered in enemies section later) and ball birds that you eat your time, and Bonus Round time is much faster, each time bar represents 8 seconds, and birds eat 20 seconds each. Denden is worth incredible 120 points if you touch him. Max Points: In any Bonus Round, if you're able to open all twelve items while opening no enemies at all, birds or dendens, you'll receive 1.000.000 points at once. That covers basics. ------------------------------------------------------------------------------- IV- Enemies [00004] ------------------------------------------------------------------------------- In the world of Teddy Boy, you will encounter these seven shootable enemies, and one that is consequence of time: Blue Masked Monster (Ninja): Blue guy, your size, just walk left or right and jump whenever it hits a wall. Can switch direction quickly. Dharman: Red guy, usually come in groups of four, jump left or right all the time, and switch direction only when it hits a wall. Once in a while they jump higher. Denden: The snails are slow, can walk left or right, and then they start flying slowly in any direction they want, for a short period of time. Shooting their shell makes them invincible for a short period. Oshishi: Black alligator heads, these guys are your worst enemy, they can jump left or right at random heights, at random speed, and switch direction a lot. You can only predict their air movement after they jump, IF they don't hit anything in the process and change it all again. Imorin: Green guy that walks slowly to left or right, or up and down, when it starts walking over the walls or even the ceiling. Watch out as it jumps ceiling-to-floor in attempts to kill you. This makes them the only group of enemies that is actually trying to kill you, for when they reach the floor after falling, they'll go in YOUR direction, be careful. Pyon: High jumping grasshoppers, come in groups of four like their friends red balls, can jump high and go left or right at normal pace. They hardly change direction, it's only when they hit a wall, and jump once more against it helplessly. Slow Mover (Cushion): Yellow glove-or-cushion-like guy, it has more endurance than other enemies, to defeat it, shoot 8 times, quickly, or it'll slowly recover. These guys walk left or right slowly, jump when reaching walls, and change direction randomly. When 2 or more of them group going in your direction, just escape away. Eyeball Bug: black little guy that is a result of a shrinked enemy that waited too long to be captured. They eat time. Your time. ------------------------------------------------------------------------------- V- How do I read the FAQ? [00005] ------------------------------------------------------------------------------- As your objective is always to clean each round from all its enemies, your objective is not listed in every round. Theme: the labyrinth pattern. BG: Background color. Dice order: they will come out at this exact order. Difficulty: from 1 to 6 asterisks, 1 is easiest, 6 is hardest. I went with 1 to 6 because I wanted to follow the dice pattern here. Strategy: a strategy you can follow. ------------------------------------------------------------------------------- VI- Walkthrough [00006] ------------------------------------------------------------------------------- -------- Round 1: -------- Theme: Some platforms and glasses near the edges. One close tunnel. BG: Blue. Dice order: 4 ninja 4 ninja 4 ninja 4 ninja Difficulty: * Strategy: Any, but if you want a good score, there is a simple way to grab all little enemies in two groups of 8: go down until you reach the tunnel, where ceiling is 3 blocks near you and where all enemies go from time. Wait for them at the non-glass side, and shoot everyone that gets near you. Their little versions will fall in the same place, and after all 8 enemies are there, helpless, you grab all of them. For the second group, you don't need to wait, just shoot all of them and grab everything. Around 82.000. If the floor fires down, give a step to the front. -------- Round 2: -------- Theme: Few platforms and a big ladder. BG: Light blue. Dice order: 4 dharman 6 ninja 4 dharman 6 denden Difficulty: ** Strategy: Start by shooting the dharmans, they'll fall mostly on the same place, and some little ninjas will join them in the process. The second dharman group is easier to destroy if you're inside the tunnel, wait just a little and they'll go there. For the dendens, I don't have a good strategy for score yet. -------- Round 3: -------- Theme: A big place closed by four glasses. BG: Red. Dice order: 1 ninja 6 oshishi 1 ninja 3 oshishi Difficulty: *** Strategy: First, deal with these two ninjas. Oshishis are naturally hard, so you don't want to deal with much different enemies at once. When you're facing 8 oshishis, try to shoot them from inside, from two windows, and don't open both sides if you don't want a back stab. -------- Round 4: -------- Theme: Zigzag way up or down. BG: Light green. Dice order: 4 dharman 6 imorin 6 imorin 4 dharman Difficulty: * Strategy: First defeat this dharman group, and gather the remains after the first group of imorins reach it, making it 8. Then, go for the 3 block high tunnel to shoot the second group of imorins. You can mix them with the last group of dharmans. Just go up. Going down will make the round longer, believe me. -------- Round 5: -------- Theme: A turtle made of blocks and glass. BG: Dark green. Dice order: 1 dharman 6 ninja 4 dharman 6 denden Difficulty: ** Strategy: Open your way out to left and try to shoot all ninjas from there. They usually group in little balls right in front of the turtle's head, and when you get them, quickly break the ice to make this dharman group yours too. dharmans jump 2 blocks high, they're easier to shoot from this height. After defeating all dharmans, you'll be inside the turtle, continue breaking right and fall right on denden's right, and start shooting them. If you hit a shell, wait until it stops hiding. -------- Round 6: -------- Theme: Some platforms and ladders. BG: Magenta. Dice order: 6 oshishi 6 ninja 4 dharman 6 ninja 4 pyon Difficulty: *** Strategy: Start by going away from the oshishis, but go down and make a way to meet them again, from the right, if you can shoot everyone now, great. Ninjas use passages to jump down to the biggest space, so don't stand in the middle. Pyons and dharmans should be your last targets, as they usually can be shoot to an 8 little balls group. It's a little rare even for me to do that, but it's possible. -------- Round 7: -------- Theme: A pig face. BG: Orange. Dice order: 4 imorin 4 ninja 4 dharman 4 pyon 4 dharman Difficulty: ** Strategy: When the round start, fall right, 1 block lower to shoot the imorins, 2 or 3 will be fine, and when the last one is out, jump left to do the same thing with the ninja dice. Defeat all of these enemies and go down, at least six of them let their remains there. The 8 enemies now should be the trapped pyons and dharmans, find a good height on the right where you can shoot inside to then get all of them in one entering. Last dharmans shouldn't be any problem. -------- Round 8: -------- Theme: Imorins made of blocks and glass. BG: Green. Dice order: 4 dharman 4 ninja 4 denden 4 imorin Difficulty: ** Strategy: First go for the free enemies, attacking them from the right, then the caged ones, shoot these from left, in a platform you don't need to jump all the time. -------- Round 9: -------- Theme: Platforms forming four floors and no glass. BG: Dark blue. Dice order: 4 pyon 4 dharman 6 ninja 6 denden Difficulty: ** Strategy: Start by falling right, and jump shooting when pyons and dharmans go to your floor. Eventually, some ninjas will be falling right in front of you, and you can get them all at once, but usually, just half of them go right, and the other half climbs to join that denden army. When you feel there are more dendens than ninjas, enter their hideout and shoot everyone you see. --------- Round 10: --------- Theme: Some platforms with glass walls as obstacle. BG: Salmon. Dice order: 6 oshishi 1 denden 5 cushion 6 ninja Difficulty: *** Strategy: Shoot the oshishis, quickly, try not to break this fence between you and them unless they're all little. Ninjas are easy when walking, and cushions just need a little more hits. And the denden eventually will go to your floor too. Jumping to cushions' floor right after defeating oshishis is a good way to go. --------- Round 11: --------- Theme: A submarine. BG: Blue. Dice order: 4 pyon 6 cushion 4 pyon 4 pyon Difficulty: ** Strategy: Keep up in your shelter but with both doors open, prefer to shoot the side where pyons are jumping, and where cushions aren't grouping. After defeating everyone, the last 8 pyons will be inside the submarine, waiting to be shot from whatever side you feel like entering. --------- Round 12: --------- Theme: A closed place with many glasses and very few blocks. BG: Magenta. Dice order: 4 dharman 4 dharman 5 oshishi 5 imorin Difficulty: *** Strategy: See, your starting position isn't good. You have to go one floor up and hide at the left, so enemies will come to you, all of them, except imorins that will be circling the main structure, just shoot them before they spread around. --------- Round 13: --------- Theme: Ladders and some glasses. BG: Brown. Dice order: 4 dharman 4 dharman 3 ninja 6 ninja Difficulty: ** Strategy: It's hard to find a good defensive position at this round, but you don't really need one, first deal with dharmans, get a good position to shoot them in their high-jump moment. And ninjas will simply be easy targets. --------- Round 14: --------- Theme: Glasses and platforms forming little square cages. BG: Dark red. Dice order: 4 ninja 4 dharman 4 pyon 4 oshishi Difficulty: * Strategy: One cage at a time. Dharmans, ninjas, and try to get oshishis and pyons all in one big group, from left. At least 6 you can group easily. --------- Round 15: --------- Theme: A whale. BG: Teal. Dice order: 4 ninja 4 dharman 3 denden 6 oshishi 6 oshishi Difficulty: **** Strategy: First deal with ninjas and dharmans, try to wait a little so they enter your little cave and you gather them to a group of 8 little balls. When you get this group, run outside and hide in one of the sides of whale's water hole. oshishis are much easier to shoot from there, and they'll usually group 5 to 5. Dendens are the last ones. --------- Round 16: --------- Theme: Some zigzags and a vertical tunnel, round is mostly made of glass. BG: Yellow. Dice order: 6 denden 6 imorin 4 dharman 4 dharman Difficulty: *** Strategy: Make your way to the right in stand in front of the infinite hole. Dendens eventually fly at your height, and imorins fall forever, waiting for your shots. Dharmans at the end will jump in the space, going down, and you just need to shoot them. Try not to forget the little balls, sometimes they can make you lose one up because of time over. --------- Round 17: --------- Theme: A big prison and a corridor. BG: Darker blue. Dice order: 4 oshishi 6 cushion 4 ninja 4 pyon Difficulty: **** Strategy: You can try opening a hole to wait enemies, but cushions can group in your direction, or you can try making a way down, so you can deal with oshishis first. Ninjas won't be really a problem, unless they group in a way you need to jump inside where they are. Pyons just aren't in their natural habitat. --------- Round 18: --------- Theme: Cages, without corridors. BG: Dark red. Dice order: 4 dharman 4 dharman 4 ninja 6 ninja 4 oshishi Difficulty: *** Strategy: Go down to where the dharmans are, they're easier to shoot from 2 blocks high, remember? Ninjas will go one by one in your direction, and oshishis can be shot from the window. Never enter a room full of oshishis. --------- Round 19: --------- Theme: A big snail - denden. BG: Green. Dice order: 6 ninja 4 dharman 4 ninja 4 denden 4 oshishi Difficulty: **** Strategy: Inside the big snail's shell are your first enemies, the ninjas. Then you can go to the dharmans inside the eye, and then dendens. All the 8 remaining enemies will be inside the body, try to enter from the left for a safer approach. --------- Round 20: --------- Theme: Platforms and some glasses that help go up. BG: Dark yellow. Dice order: 6 ninja 6 imorin 6 cushion 6 ninja Difficulty: *** Strategy: Wait under any dice, shooting everyone that go near you. But don't do it for the imorins dice, of course. Ninjas and cushions are easy targets on flat terrains. --------- Round 21: --------- Theme: Zigzagging vertical tunnels. BG: Magenta. Dice order: 4 dharman 6 oshishi 6 imorin 4 dharman Difficulty: ***** Strategy: This is a hard round. For dharmans, you can try to wait for them in one of the laterals, but never pursuit them down. Oshishis aren't that much of a problem when you can shoot them standing still. And imorins are easy if you have a window to view them and shoot them. --------- Round 22: --------- Theme: Vertical tunnels with walls made of glass. BG: Dark orange. Dice order: 6 imorin 2 cushion 4 pyon 4 dharman Difficulty: ***** Strategy: More difficulty. Dig a cave for the start. You can wait for the imorin rain if you know how to deal with it. After cushions start coming out, you need to focus on finding a floor you can shoot them easier, which would be at the longest horizontal platforms under you when the round start. Dharmans are very easy to deal with from the other vertical tunnel. --------- Round 23: --------- Theme: A big alligator - oshishi. BG: Water green. Dice order: 6 oshishi 4 pyon 4 ninja 4 pyon 6 ninja Difficulty: **** Strategy: Remember what I said to you? Don't stand in a room where oshishis are jumping around. Find a shelter and quick. You can find shelters inside their party and shoot everyone right from the start. As for pyons and ninjas out there, just find a good window from inside the big alligator place. --------- Round 24: --------- Theme: Potions made mostly of glass. BG: Teal. Dice order: 4 dharman 4 dharman 4 pyon 6 imorin 2 oshishi 5 oshishi Difficulty: *** Strategy: Dig a cave, quick! When the dharmans fall, shoot them and gather 8 of them at once. Try to make your way to the other "potion" and dig a cave the same way, but if oshishis are too dangerous, shoot them first. --------- Round 25: --------- Theme: Cages with different shapes. BG: Dark red. Dice order: 6 oshishi 4 pyon 4 dharman 4 ninja Difficulty: * Strategy: Follow your path dealing with each enemy in their cages. --------- Round 26: --------- Theme: Open place, with one platform to cover from the rain of enemies. BG: Gray. Dice order: 5 ninja 4 cushion 4 oshishi 4 pyon 4 pyon Difficulty: *** Strategy: Before searching for any protection, try to get rid of some cushions. When oshishis start coming at you, go to the "umbrella" platform, get under it, and shoot the enemies you can. Ninjas and oshishis will all go down, and pyons aren't really a threat in an open space like this. Unless you're careless while shooting them. --------- Round 27: --------- Theme: Symbols for men and women, glass on the sides. BG: Blue. Dice order: 4 ninja 2 ninja 6 ninja 4 dharman 4 dharman 4 dharman Difficulty: ** Strategy: Find good positions to shoot inside where enemies gather. Dharmans outside the symbols won't be much harder when you have so much places to hide and shoot them. This round is great to make a good score. --------- Round 28: --------- Theme: A pentagram. BG: Yellow. Dice order: 6 ninja 1 dharman 1 dharman 6 denden 4 dharman Difficulty: *** Strategy: Go up, dealing with ninjas in the way, and then dendens, and finally find a safe entrance to the four dharmans from the start. Actually they fall out from the bottom hole, open it during the denden fight. --------- Round 29: --------- Theme: Two floors. BG: Purple. Dice order: 4 pyon 4 pyon 4 dharman 4 dharman 4 pyon Difficulty: ** Strategy: You can find many spots here to shoot enemies from, just don't fall on them when you're changing from floor to floor. --------- Round 30: --------- Theme: A cow. BG: Green. Dice order: 6 ninja 6 oshishi 4 cushion 5 imorin 3 oshishi Difficulty: ***** Strategy: This is a terrible round to lose a life. If you do lose a life in the middle of the process, run away from your initial position, if you don't want to be eaten by cushions and imorins. Oshishis can be deadly when wandering, but the first six will be stuck and the last three will be ... alone, most probably. --------- Round 31: --------- Theme: Only short platforms that enemies use to fall to left. BG: Teal. Dice order: 6 ninja 6 ninja 6 ninja 6 ninja Difficulty: **** Strategy: Tricky round. Try to be on the same floor ninjas are coming out, and shoot everyone, quick, but be careful when they start falling left, or even worse, when they're falling right, as the floor up is hard to remember. --------- Round 32: --------- Theme: A pot and some platforms. BG: Blue. Dice order: 4 pyon 4 imorin 4 denden 4 imorin 4 pyon Difficulty: *** Strategy: The tunnels under the pot are best places to shelter, the pot is a dangerous place to be. Pyons and imorins will be easy targets from there, and dendens are close, because of their dice position. --------- Round 33: --------- Theme: Two big losangle spaces separated by glass, one has floor on the bottom. BG: Red. Dice order: 4 pyon 6 imorin 6 oshishi Difficulty: ** Strategy: Only start moving after pyons jump out the dice right under you. Ok, then go for a side and deal with them, and then imorins and oshishis. --------- Round 34: --------- Theme: Little cages. BG: Blue. Dice order: 3 oshishi 3 pyon 4 ninja 4 pyon 4 dharman Difficulty: ****** Strategy: This is really hard, if you don't open the cages before the respective enemies come out. If oshishis and pyons are in your way, shoot them but don't grab the little balls until you have done your job with cages. --------- Round 35: --------- Theme: Ladder floor forming big horizontal losangles. BG: Wine red. Dice order: 4 pyon 6 denden 6 cushion 4 dharman Difficulty: *** Strategy: A good place to fight cushions is one block below them. Pyons and dendens are your first enemies, though. Shoot left and right insanely at the start. Dharmans alone will be easy targets. --------- Round 36: --------- Theme: High ladders in vertical tunnels, enemies fall to right. BG: Blue. Dice order: 4 dharman 4 pyon 6 imorin 6 ninja Difficulty: *** Strategy: This is hard if you wait at the wrong spot. But if enemies are falling to you, try to hit them right after they reach your floor. Pyons will be able to reach you from behind sometimes, so watch out. Imorins will probably lose themselves in infinite falls. --------- Round 37: --------- Theme: Cages made of glass. BG: Teal. Dice order: 6 oshishi 6 cushion 6 imorin 4 dharman Difficulty: ** Strategy: Start breaking through the glass to right, oshishis are easy targets there. Then start thinking about cushions, but don't get too near them. Imorins don't have good roofs to walk, and dharmans will probably jump hitting the roof, it's funny. --------- Round 38: --------- Theme: Little platforms and a big ladder, open on a side. BG: Pink. Dice order: 4 dharman 4 cushion 4 dharman 6 ninja 6 dharman Difficulty: ** Strategy: Cushions are problems on stairs, so go to a better terrain to fight them. Ninjas are sneaky, but not enough, and dharmans have many ways to stuck themselves here, even the group of 6, which you can use for good scoring. --------- Round 39: --------- Theme: Two vertical tunnels separated by glass. BG: Olive. Dice order: 5 denden 3 imorin 4 oshishi 5 imorin 4 oshishi Difficulty: *** Strategy: Dendens will go up and you can shoot them from one of the floors... well, tunnels are good to fight against imorins, but oshishis can take longer time to shoot from there, but it's your best shelter. It's a defensive round, somehow. --------- Round 40: --------- Theme: Cages, all made by glass. BG: Magenta. Dice order: 4 dharman 4 oshishi 4 pyon 4 dharman Difficulty: * Strategy: Too easy. You can even try to shoot one cage after another and link the gathering, so you can get two groups of 8 little balls again. --------- Round 41: --------- Theme: All glass, forming floors. BG: Dark blue. Dice order: 4 pyon 4 dharman 2 cushion 4 dharman Difficulty: *** Strategy: Dig your tunnel and wait for the enemies. It's annoying when you have to collect them under the glass, it looks so slippery here. --------- Round 42: --------- Theme: Hills made of glass and few platforms. BG: Green. Dice order: 6 pyon 6 pyon 6 pyon 6 pyon All pyons on this round come out one by one. Difficulty: ****** Strategy: Second hardest round, in my opinion. This is the perfect pattern of floors to maximize pain when fighting pyons. The pyons have ways of changing floors, and surprising you from every side, and staying in a tunnel will prove hard too because it's a lucky shot the way they jump. Your best bet is to be in a lower floor, break one glass, and stay there, waiting for them to start making sense more logically. --------- Round 43: --------- Theme: Paralelograms made of glass, mostly. BG: Light blue. Dice order: 6 ninja 4 oshishi 4 cushion 6 imorin Difficulty: ** Strategy: It's hard to form good groups of enemies for collecting, but it's very easy to defeat them from the side, any one you prefer. --------- Round 44: --------- Theme: A big remote controlled car made of blocks and glass. BG: Red. Dice order: 4 oshishi 1 dharman 6 ninja 4 oshishi 4 dharman Difficulty: **** Strategy: Start by hiding in the left corner, to defeat this one dharman that starts stuck with you. Then, shoot from the right window to kill enemies out there, and open the oshishi's cage last. --------- Round 45: --------- Theme: Big cages made of glass and few platform. BG: Dark green. Dice order: 6 ninja 6 denden 6 denden 4 oshishi 4 oshishi 6 ninja Difficulty: ***** Strategy: A dangerous place to be. If you start going down to meet the dendens, oshishis will be spreading around later, but going up is even harder, because enemies have this addiction of jumping onto your head. So, go down for a better approach of ninjas and dendens. --------- Round 46: --------- Theme: A hole outside and a cage in the middle. BG: Dark orange. Dice order: 6 imorin 4 ninja 4 ninja 6 oshishi 4 pyon Difficulty: ** Strategy: Stay there, dig a cave, and wait for all enemies to fall near you, which will be quick, and be careful while shooting imorins, they're invincible while rolling in the air. After the outside enemies, make a higher cave and confront these oshishis from there, and then the pyons will show up, already in checkmate. --------- Round 47: --------- Theme: Potion and inverted potion. BG: Darker red. Dice order: 6 imorin 6 pyon 6 cushion 6 pyon 6 imorin All pyons on this round come out one by one. Difficulty: **** Strategy: Start by going down and fighting imorins first, and then go back for the pyons. Cushions are easy to fight right aside their dice, and the last pyons will escape and start a pandemonium, but there is room for sheltering around. --------- Round 48: --------- Theme: The number 4920 made of blocks and glass. BG: Indigo. Dice order: 4 pyon 4 dharman 6 oshishi 4 dharman 4 pyon Difficulty: ****** Strategy: For the hardest round of Teddy Boy, you should be right over these big numbers. Some enemies will get stuck in their start points but you can figure out how to deal with them later, as pyons are dangerous jumping from nowhere into you sometimes. --------- Round 49: --------- Theme: Floor and no place to hide from the enemies rain. BG: Darker blue. Dice order: 6 ninja 6 ninja 3 cushion 6 ninja 3 cushion Difficulty: **** Strategy: Watch out below you where they'll vertically fall and fight back. --------- Round 50: --------- Theme: The words for SEGA made of blocks and glass. Tribute to Flicky, another Sega game, released first in 1984. BG: Light green. Dice order: 4 dharman 3 pyon 2 oshishi 5 imorin 6 cushion 1 ninja Difficulty: **** Strategy: The last stage, all open and enemies falling and jumping everywhere. Start by protectng yourself and shooting these dharmans and oshishis, pyons, and when imorins are all out cushions will come, let them to be the last ones, deal with imorins and the final ninja first. Cushions are trapped, so you can shoot some of them from outside and the others will not be hard when they're playing around. ------------------------------------------------------------------------------- VII- Table [00007] ------------------------------------------------------------------------------- Ninja . Dharman . Denden . Oshishi . Imorin . Pyon . Cushion . Total 1 x16 16 2 x6 x8 x6 20 3 x2 x9 11 4 x8 x12 20 5 x6 x5 x6 17 6 x12 x4 x6 x4 26 7 x4 x8 x4 x4 20 8 x4 x4 x4 x4 16 9 x6 x4 x6 x4 20 10 x6 x1 x6 x5 18 11 x12 x6 18 12 x8 x5 x5 18 13 x9 x8 17 14 x4 x4 x4 x4 16 15 x4 x4 x3 x12 23 16 x8 x6 x6 20 17 x4 x4 x4 x6 18 18 x10 x8 x4 22 19 x10 x4 x4 x4 22 20 x12 x6 x6 24 21 x8 x6 x6 20 22 x4 x6 x4 x2 16 23 x10 x6 x8 24 24 x8 x7 x6 x4 25 25 x4 x4 x6 x4 18 Ninja . Dharman . Denden . Oshishi . Imorin . Pyon . Cushion . Total 26 x5 x4 x8 x4 21 27 x12 x12 24 28 x6 x6 x6 18 29 x8 x12 20 30 x6 x9 x5 x4 24 31 x24 24 32 x4 x8 x8 20 33 x6 x6 x4 16 34 x4 x4 x3 x7 18 35 x4 x6 x4 x6 20 36 x6 x4 x6 x4 20 37 x4 x6 x6 x6 22 38 x6 x14 x4 24 39 x5 x8 x8 21 40 x8 x4 x4 16 41 x8 x4 x2 14 42 x24 24 43 x6 x4 x6 x4 20 44 x6 x5 x8 19 45 x12 x12 x8 32 46 x8 x6 x6 x4 24 47 x12 x12 x6 30 48 x8 x6 x8 22 49 x18 x6 24 50 x1 x4 x2 x5 x3 x6 21 Ninja . Dharman . Denden . Oshishi . Imorin . Pyon . Cushion . Total All 249 198 63 153 129 158 73 1023 In this number of rounds: 33 31 12 26 20 24 15 Average number of enemies per round in their rounds: 7,545 6,387 5,25 5,885 6,45 6,583 4,867 Average number of enemies per round in the entire game: 4,98 3,96 1,26 3,06 2,58 3,16 1,46 Concluding, you'll only fight around 5 ninjas, 4 dharmans, 1 denden, 3 oshishis, 3 imorins, 3 pyons, and 2 cushion in each round. The theme defines each round and your chances with every enemy, there is not really a harder enemy, or an easier. Rounds with 32 enemies can be easier than round of 11 of them, the field is more important in this case (well, 24 ninjas are easier than 9 oshishis jumping around, but you see the point). ------------------------------------------------------------------------------- VIII- FAQ [00008] ------------------------------------------------------------------------------- Q- How do I pass Round ? A- defeating all enemies around and collecting their little versions, within enough time =P Q- What happens after Round 50? A- Round 51 comes, but there is the Bonus Round between them. Round 51 is exactly like Round 1, 52 like 2, and so on. Q- What if I break all the glass in Round 40 or 41? A- Well, it's infinite fall for you, buddy. Q- Can I shoot more than 3 shots at once? A- No, the game restricts itself to not let more than that be on screen. Q- Pyon? Oshishi? Blue Masked Monster?? Where did you get these names? A- They're official, the game manual had them and I found sprites of each enemy at SMSPower.org.. ------------------------------------------------------------------------------- IX- Cheats [00009] ------------------------------------------------------------------------------- If you press Up, Down, Left, Right during Title Screen, you'll be transported to options screen. Options are: Continue: if you died your last life, you'll be back to title screen, and just starting the game will make you start on Round 1, but if you continue, you'll start on the same round you were, but all enemies will be alive again. Fire: yes or no, if you say no to fire, you won't open holes standing still. In my personal opinion, this can be good or bad, depends a lot on the situation and on the enemies. I prefer to play without the fire, because I like to stand still. But falling in a small cage full of ninjas is terribly hard. You can open this cage from the side and shoot everyone from safety with fire. One Player: saying no to one player, makes the game a two players game. Player 2 is moved by the second joystick. Round: by pressing Up, Down 9 times and button 1 during options screen, you can reveal this secret option (if you miss this command, the game will start by pressing button 1, with whatever were selected)... you can start in any round from 1 to 50. That is actually good for scoring, because starting on round 49 or 50 will cause you to play 51, 52, 53, etc, with some points already scored. I really don't suggest Round 48 for that... ------------------------------------------------------------------------------- X- Copyright [00010] ------------------------------------------------------------------------------- This document should not be used in any way to earn money. It's for personal use only. If you wish to use this document on your site, ask me first, and tell me where it's going to be. ------------------------------------------------------------------------------- XI- Credits [00011] ------------------------------------------------------------------------------- Well, the game designers, gameFAQs for hosting it, and my parents =P Copyright 2009 by Jungon -------------------------------------------------------------------------------