Will take a look when I get some free time.
Printable View
World Of Illusion (European) (Genesis/MD) Game Genie
9MVA-B97N
Jump higher.
9DVA-B97N
Jump much higher.
============
These new jump codes solve the problem with the gravity/moon jump code above (where you can get stuck with some of the "auto-jumping" mechanisms (logs, flowers, etc)). Also, these new jump codes can be turned on or off at anytime during game play. Have only tested it with Mickey. You can modify these codes to jump as high as you want.
EDIT: I made a walk thru walls code, but it has an unwanted side effect so I may not be adding it to my site. I'll post it here just in case you need (or want) to use it. The main problem with it is that you can fall thru the ground in some areas and get stuck, so best to use it sparingly.
R1CT-A61J
Walk thru walls. Can fall thru the ground in a few areas and get stuck, so use with caution.
EDIT2: I may try to fix the side effect with the Walk Thru Walls code.
Tony, so far I did a quick test for World of Illusion - all the codes seem to work great and just as you described :) Gonna do a playthrough either today or tomorrow to see if the no clip code will help me find anything interesting. Also, normally in 2 player mode, you can "hit" each other (without losing health points). My friend and I would annoy the crap out of each other with it during gameplay. But it's good to know that the "hit anywhere" code has no effect on Mickey or Donald in 2 player mode :) Thanks for the codes :) Will let you know if anything interesting comes up!
Edit: Found nothing game-breaking, other than (as you said) to be careful with the code that allows you to walk through walls. Something funny that happened was in the rain/lightning level with Mickey was that I accidentally fell to the bottom of the screen while clipping, glided all the way to the right, and it would skip the 2 next sections :D It was fun testing these, thanks!
One thing I'm interested in, is the "level select" that was in the proto version of the game;
https://tcrf.net/Proto:World_of_Illu...Duck#Main_Menu
Reason for that is that it would allow me to play some of the 2 player level exclusive levels, and play as Mickey in Donald's levels and the other way around. There is nothing about this in the final version's game article though:
https://tcrf.net/World_of_Illusion_S...nd_Donald_Duck
So I doubt it's possible that it's still there to be turned on again. But I wanted to check anyway if you'd be interested to take a look - unless it's a lot of work that may lead nowhere, of course :)
GelmiR, did some checking and there are a ton of differences in the programing between the proto and final versions. Not saying that the level select isn't possible, but I was getting in too deep and had to hit the eject button. :-)
Also, wanted to mention that the gravity/moon jump code can probably be combined with the regular jump codes to jump even higher. The only problem is that once you start the game with the gravity/moon jump code enabled, I don't think there's anyway to turn it off except for restarting the game. The regular jump codes can be turned on or off at any time.
EDIT: Just had an idea on how to implement the level select. Will post something if my idea works out.
No worries Tony, I think I get what you mean about getting too deep into it :) I look forward to whatever you come up with (possibly) for a level select, thanks in advance for looking! :)
I got a level select working, although it isn't the same as the one in the prototype. This is a completely custom level select that borrows the value from the "Sound" select option and uses that value to determine which level you will start on. How it works, is you go to the Option screen and highlight the Sound option, then press C and it will show you song # 1. Keep pressing C and it will skip to song # 2, then #3, etc. It's these numbers that determine which level you will start on. Press Start when you've selected the level you want and you will go to that level. There is one very minor issue... the number shown on the screen, is one number higher than the number of the level that you'll start on. So if it's showing #3, you will actually start on level 2, if it's showing # 4, you will start on level 3, and so on. No easy way to fix that, but not a big deal. There are only 5 levels in the game, so choosing a level higher than that will just give you a blank screen, although I didn't go any higher than level 6. The codes don't cause any problems with the Sound/music playback option. I came up with this idea for a level select several months ago and got it working on a few other games but had almost forgotten about it.
World Of Illusion (European) (Genesis/MD) Game Genie
9AST-FCSW +
02ST-FHHY
Level select. Go to the Option screen and use the Sound select option to pick your starting level. Music #3 = level 2, Music #4 = level 3, Music #5 = level 4, and Music #6 = level 5. Make sure you press Start while the music # is showing (don't exit the Sound option).
==============
NOTE: Let me know if you also want a way to select which stage you start on. Not sure if I can do it because it becomes much more complicated, but willing to give it a shot if it would be useful.
Works great, thanks! :) There's some variations in the levels for Mickey, Donald, and 2 player mode. Each mode has a few exclusive levels. Would it be hard to get (for example) Mickey in one of Donald's levels? I think there was a way to do that in the proto level select, but I'm aware that one is very different. I wouldn't mean codes for each level seperately, but (if possible and not too time-consuming) a way to maybe set the player before selecting the level?
Just to be sure we're on the same page, there are 5 levels in the game, and each level has several different "stages". It looks like it's the stages that are sometimes character specific. I think both characters will always play the first/starting stage in each level, but subsequent stages in each level are character specific.
I've made a test code to help verify that we're both talking about the same thing. This code will always make you start on the second "stage" in each level. You can use the code by itself, or with the level select code I posted earlier. If you use this code on level 1, I'm pretty sure that you will be in a "Donald only" stage, because I had never seen that stage before when using Mickey. You are much more familiar with this game than me, so let me know your findings. If it is a Donald only stage, then I will continue working on figuring out how to make a "Stage select" code. Have already hit a few brick walls, but have some more ideas.
World Of Illusion (European) (Genesis/MD) Game Genie
SAST-FE12
Start on stage 2. Can be used with the level select code.
============
Note: I'm going on vacation tomorrow for a week and won't be able to make any codes until I get back.
Yes :) 5 levels, and each one has several different stages, correct. I am not sure if it's a full set of levels for Mickey, Donald, and Mickey/Donald, or the same for all with only some being replaced with exclusive levels. I think the difference for Mickey and Donald already starts at level 1-2. Tested the code and so far it's working! I don't fully understand yet, but I think the code makes it set to Donald's levels. Made a list of the levels below. Level 2-2 Leaf Surfing is Donald exclusive, but I've been able to start it as Mickey, as well as with Mickey and Donald :D Game froze instantly when one character died, lol...!
THE WOODS
1-1 - Forest
1-2 - Mickey: Flower Patch
1-2 - Donald: Vine Field
1-2 - 2-Player: Gem Mine
1-3 - Spider Cave
1-4 - BOSS: Big Spider
MOUNTAINS IN THE SKY
2-1 - Carpet Ride
2-2 - Mickey: Over The Mountain
2-2 - Donald: Leaf Surfing
2-2 - 2-Player: Cowboy Craze
2-3 - Above The Clouds
2-4 - BOSS: Block Dragons
UNDER THE SEA
3-1 - Sea Caverns
3-2 - Mickey: Coral Reef
3-2 - Donald: Island Hopping
3-2 - 2-Player: Underwater Ruins
3-3 - Sunken Ship
3-4 - BOSS: Glut the Shark
THE GIANT'S DEN
4-1 - The Den
... - 2-Player: Christmas Box
... - Donald: Reading Nightmare
4-2 - Candy Land
... - Mickey: Flying Cork
4-4 - BOSS: Madam Mim
(not sure how to number some of the above levels, it's not really a linear level)
MAGICIAN'S REALM
5-1 - Fields Of Green
5-2 - Mickey: The Looking Glass
5-2 - Donald: Hedge Maze
5-2 - 2-Player: Mystery Doors
5-3 - Magician's Hall
5-4 - BOSS: Pete the Magician
Not sure if the level names are official, I took them from this FAQ:
https://gamefaqs.gamespot.com/genesi...uck/faqs/26242
Thanks Tony and have a great vacation! :)
Running short on time, but managed to put together a functioning Stage select code that can be used together with the level select code from earlier. Between the two sets of codes, you should be able to access every level and stage in the game with any character. Note that there are a ton of unused stages that are usually not very playable, but still kind of fun exploring.
The only real issue with the stage select code is that there are no numbers to tell you which stage you've selected, so you'll have to count the "beeps". I picked the "Controller" menu as the new Stage Select menu. Every time you press Right, you'll hear a beep. The first beep means stage 1, the second beep means stage 2, and so on. I thought about changing it around so that the stage select used the Sound select menu since that has visible numbers and the number of stages in some levels go as high as 25, but ran into some problems and was running out of time. I think the setup I have now will work OK.
It's important to remember to do it in the right order if you're using both level select and stage select together... select your stage first using the Controller menu (count the beeps), then exit that (with the B button) and go to the Sound menu and select your starting level (with the C button), then press Start. If you select your level first, it won't work right because the game erases your new starting level if you exit the Sound menu.
World Of Illusion (European) (Genesis/MD) Game Genie
52JA-F96A +
AJST-EA92 +
REJT-E6WN
Stage select. Go to the Option screen and select "Controller". Every time you press Right, you'll hear a beep. Count the beeps to determine which stage you'll start on. Press Start to go to that stage in level 1, or press B to exit and go to the "Sound" menu to select your starting level if you're using the level select code. If you're using the level select code with this code, you must pick your stage first, then pick the level. It won't work right if you do it the other way around. Here is a list of the total number of stages in each level. Keep in mind that many of the stages are unplayable, but fun to explore. Level 1 has 6 stages, level 2 has 18 stages, level 3 has 11 stages, level 4 has 19 stages, and level 5 has 29 stages.
EDIT: I got the number of stages for each level from the prototype but haven't done much testing. It's possible there are other unused levels beyond what I have listed.
Wow, awesome!! :D Can't wait to test this and get really into it! Thanks again Tony, and have a great vacation! Will list all my findings here.
EDIT: I'll post a beeping list of all the levels corresponding to the beeping number of beeps soon. In combination with the ability to clip walls and jump higher, should be fun to explore!
One thing I wanted to mention about the "beeps"... I mentioned that the first beep was for the first stage. Make sure you check out the first stage since it is not the "starting" stage. Mentioning this because I didn't want you skipping right to the second beep thinking that the first beep was the normal starting point.
Very low on time today, but I did set up the codes and did a quick test. I've seen that indeed any level with any character can be started :) Haven't seen any unused levels yet, but I have seen that some levels don't have enemies. I've seen it in the gem mine, which is a 2 player level, but other things like power ups and vehicles were missing as well. Maybe a side effect, or they are only loaded if both characters are in the level? Will dive into more testing soon :)
Edit: and as always, thanks so far Tony!
Edit 2:
Had a little time before work to test it a bit, got this so far. The # is for the number of beeps.
LEVEL 1 - THE WOODS
#1 Vine Field (Donald)
#2 Flower Patch (Mickey)
#3 Gem Mine (2 Player)
#4 Spider Cave
#5 Spider Boss
#6 Forest (sort of...)
LEVEL 2 - MOUNTAINS IN THE SKY
#1 Leaf Surfing (Donald)
#2 Leaf Surfing (Donald) *
#3 Leaf Surfing (Donald) *
#4 Leaf Surfing (Donald) *
#5 Leaf Surfing (Donald) *
#6 Leaf Surfing (Donald) *
#7 ...nothing
#8 Leaf Surfing (Donald) *
#9 ...nothing
#10 Leaf Surfing (Donald) *
#11 ...nothing
#12 Over The Mountain (Mickey)
#13 Over The Mountain (Mickey) *
#14 Over The Mountain (Mickey) *
#15 Cowboy Craze (2 Player)
#16 Among The Clouds
#17 Block Dragons Boss
#18 Block Dragons Boss complete - transition to bubble
* Stage looks messed up or is missing things.
I need to do more testing of course, but I've seen levels that are missing their enemies, power-ups and other things, also some levels act really weird. Will be interesting to look into it more. Gotta go to work soon, will complete the list soon :)
I'm curious as to how the different characters will affect the stages with oddities (missing enemies, etc).
In several of the weird stages, Mickey's body was kind of frozen in a pose (I'm sure you've seen it). You can move him back and forth, but he can't jump. When I get back, I'll see if I can figure out how to get him to jump. Might be able to do more exploring that way.
Got this so far, will do some more now.
It's hard for me to properly test 2 player mode, as I don't know how to configure 2 controllers for Genesis Plus GX.
So this will be mainly testing for Mickey and Donald seperately, as well as booting levels in 2 player mode.
LEVEL 1 - THE WOODS
#1 Vine Field (Donald stage)
There are no enemies, power-ups, or growing plants to interact with as Mickey or Donald. Stage boots/looks fine in all modes.
#2 Flower Patch (Mickey stage)
There are no enemies, power-ups, or flowers* to interact with as Mickey or Donald. Stage boots/looks fine in all modes.
* The 'catapulting' flowers work, but the ones from which petals are supposed to appear do not.
#3 Gem Mine (2 Player stage)
There are no enemies or power-ups. The mine cart is missing, as well as the shiny animated gems that are part of the scenery. Stage boots/looks fine in all modes.
#4 Spider Cave
There are no enemies or power-ups. The spiders needed to continue (you walk on their webbing) are also missing. Stage boots/looks fine in all modes.
#5 Spider Boss
The Spider Boss is a no-show. Stage boots/looks fine in all modes.
#6 Forest
The level starts at the very top of the screen and pans down to the bottom, where the character(s) are frozen in the 'falling' frame at the very bottom of the screen. Stage boots/looks fine in all modes.
= = = = = = = = = = = = = = = = = = = =
LEVEL 2 - MOUNTAINS IN THE SKY
#1 Leaf Surfing segment (Donald stage)
Power-ups are there and stage boots/looks fine in all modes. Though 2 player will insta-freeze if one character dies. Stage can be completed with Mickey from this point.
#2 Leaf Surfing segment (Donald stage)
Stage segment looks messed up, character(s) will almost instantly fall off the leaf and stay at the bottom of the screen in a frozen pose.
#3 Leaf Surfing segment (Donald stage)
Stage segment looks messed up, character(s) will be stuck in place.
#4 Leaf Surfing segment (Donald stage)
Only the lowering rocks, the hud, and player character appear. All else will be missing. Character(s) fall to the bottom and remain in a frozen pose.
#5 Leaf Surfing segment (Donald stage)
Some visible water animation and power-ups visible, as well as the hud and character(s), all else is missing. Again falling down to the bottom and remaining there in a frozen pose.
#6 Leaf Surfing segment (Donald stage)
Stage segment looks messed up. Hud, character(s) and a flame object (gotta jump over it) appears, rest is missing. Falling to the bottom, etc.
#7 ...nothing
#8 Leaf Surfing segment (Donald stage)
Only the flame objects, hud, and character(s) appear, rest is missing. Falling to the bottom, etc.
#9 ...nothing
#10 Leaf Surfing segment (Donald stage)
Only the flame objects, hud, and character(s) appear, rest is missing. Falling to the bottom, etc.
#11 ...nothing
#12 Over The Mountain segment (Mickey stage)
Boots/looks fine in all modes. Stage can be completed with Donald from this point.
#13 Over The Mountain segment (Mickey stage)
Stage looks messed up, character falls to bottom.
#14 Over The Mountain segment (Mickey stage)
Stage looks messed up, though if you land at the right place, next stage will load fine.
#15 Cowboy Craze (2 player)
Stage boots/looks fine in all modes, power-ups and enemies also present. Stage acts weird on 1 player though, sometimes panning the screen to the top and freezin the character in place. Oddly enough, there are logs on the platforms you have to use to reach higher ground. This normally only happens in 1 player levels, but this is a 2 player level. So I didn't expect them to be present. Not working as it should in 1 player mode, though.
#16 Among The Clouds
Stage boots/looks fine in all modes, power-ups and enemies present.
#17 Block Dragons Boss
Stage boots/looks fine, Block Dragons Boss is present.
#18 Block Dragons Boss complete - transition to bubble
Stage boots/looks fine, transition works.
= = = = = = = = = = = = = = = = = = = =
LEVEL 3 - UNDER THE SEA
#1 Transition screen #2 From- and back to Sea Caverns (Donald stage) / From Sea Caverns to Coral Reef (Mickey stage)
There is supposed to be a difference here. In this segment, Mickey can continue, but Donald has to go back. The correct version is loaded for its character. So it boots/looks and works as it should.
#2 Transition from Sea Caverns to Island Hopping (Donald stage)
Boots/looks fine and works as it should. Also works fine when using Mickey.
#3 Island Hopping (Donald stage)
All in working order, also playable as Mickey. Not sure about 2 player, as it freezes when one character dies. It will boot/look fine in 2 player, though. I guess that applies when trying any single player level in 2 player mode.
#4 Coral Reef (Mickey stage)
Boots/looks fine, enemies and power-ups are present.
#5 Underwater Ruins (2 player)
Boots/looks fine, also been able to play a chunk of it in single player (in combination with codes to jump higher and clip through some walls). But the clam 'car' won't work in single player, so can't complete it in that mode. Enemies and power-ups present.
#6 Transition to Sunken Ship
Everything looks/works as it should.
#7 Sunken Ship
Normal.
#8 Glut the Shark Boss
Normal.
#9 Transition screen from the Sunken Ship to the Library
Normal.
#10 Transition screen #1 to Transition screen #2
Normal.
#11 Quick underwater shot, quickly cuts to the Library level
That is frickin cool! You take some damn impressive notes.
Thanks Tony :D Here's level 4, not sure if I can do level 5 (final level) today, but soon!
LEVEL 4 - THE LIBRARY
#1 The Library
I thought there might be 3 different versions of this level; one where the book level can be accessed by donald, one where the Christmas Present can be accessed by 2 players and a Mickey version (he has an exclusive level up ahead), but that is not the case. It's the same level for all, with the above locations only accessible to the designated character(s). Power-ups and enemies present, level boots/looks fine.
#2 ...nothing
#3 ...nothing
#4 The Library
Same stage, though starts close to the Christmas Present. In 1 player mode, it's closed - in 2 player mode it's open (normal).
#5 The Library
Again, same stage. Player starts right above an open sugar bowl, which starts that seperate mini stage.
#6 The Library
Seems these are exit point locations from the various sugar pots.
#7 The Library
Same, player is again dropped in a sugar pot.
#8 Book (Donald stage)
Everything normal, can also be accessed by Mickey and/or 2 Player.
#9 The Library
Exit point from leaving the Book stage.
#10 Flying Cork (Mickey stage)
Lol this level works as intended, but not with Donald or 2 Player. Donald is replaced with 2 blocks. This level has sprites/animations that must only exist for Mickey. There's also not really any way to complete the level in 2 Player. Screen will move to the bottom of the screen as intended, stay there for a bit, then pan up and stay there. Works 'fine' as Donald :P
#11 Cookie Jar
Near the end, this is the exit point from the Flying Cork stage.
#12 Christmas Present (2 player)
I was able to play most of it in single player, too.
#13 The Library
Exit point from leaving the Christmas Present.
#14 Cookie Jar (Donald's version, and probably 2 player as well)
Everything seems normal. Well, for a magical cookie jar. This is Donald's version, as the bottle to access the Flying Cork is not there. So there ARE two different versions of this level. Most probably because the bottle itself is a static object. I don't get why they did this, though. They could just have 'disabled' the cork popping effect, like they closed off the Book and Christmas Present stages. But I guess people might think the bottle wasn't functioning with Donald, removing it for his version instead.
#15 Cookie Jar (Mickey's version)
This version has the bottle and is thus, Mickey's version. The effect will work on Donald as well, prepare for some messed up sprites, though.
#16 Madam Mim Boss
Everything normal.
#17 The Library
Exit from the Cookie Jar, transition to the Magic Box level.
#18 The Library
At a sugar bowl.
#19 The Library
At a sugar bowl.
EDIT:
Interesting... the Carpet Ride from level 2 seems to be missing so far. Might be some more 'blanks' in there. I'll see if I can make it pop up later. Sea Caverns as well. Probably because they are both the first stages of their level? That doesn't explain the first stage of level 4 working, though. Unless it's an order thing... as the first stage of level one is also around the 5th or 6th beep.
Doing zero beeps should take you to the very beginning of every level.
Yeah pretty dumb of myself to not figure that out, LOL :D Will start with level 5 this evening, I think. Also curious what will happen when completing (for example) a Mickey level with Donald. If the player will keep getting the Mickey levels, or if it will 'correct' to Donald levels. I suspect it will be the latter. Having fun with this in any case :D Thanks again Tony!
EDIT: One thing that doesn't explain... level 1, 6 beeps is the first stage. Hm... could be a difference for 1 and 2 player with the jumping platforms, maybe.
You know what's really interesting about the stage select codes? It also allows you to select the unused menu cards in the menu as well as the Pete bonus card :D Having selected the card of the left of the bonus Pete card will mess up the screen a bit. Nothing happens when choosing one of the cards though, it will restart the option menu. But still interesting that they can be selected. Might have been planned for something at some point.... I could also keep pressing right and up or down and really mess up the options' screen look :)
EDIT: I forgot, those extra cards are used for password and control screens.
Anyway, here's level 5!
LEVEL 5 - MAGIC BOX
This level starts in a green area with lots of mushrooms. Near the end, there is a hedge with a gate, and a castle in the background. There are dies and a sign that says 'press me'. Donald must jump on the 2nd one, and he can enter the gate to start the Hedge Maze. Mickey must jump on the 2nd to the last one, and he can enter the gate and start the Looking Glass. It's been a long time, but for 2 Player I think both characters have to be on the last die. They can then enter the gate to start Mystery Doors. Press a wrong one, and you'll enter an area with some bells and (I think) powerups and are transported a bit to the back of the level.
The Mystery Doors are a bit of a gauntlet. I'm not sure (been too long) if it forces you to replay some of the older levels, or if it IS possible to pick the right one and continue on. But my friend and I always opened 2-3 'wrong' doors, which makes you replay bits of earlier stages.
#1-5 Hedge Maze (Donald stage)
The maze, the green colored hedged version, looks fine I think.
#6-10 Hedge Maze (Donald stage)
Maze again, but the hedge is a more brown/autumn color. Well it's supposed to be anyway, the segments look completely messed up. It does seem to correct itself when you leave a green colored segment and enter a brown colored segment.
#11-12 The Looking Glass segments (Mickey stage)
Boots/looks fine I think.
#13 Mystery Doors (2 Player stage)
Mystery Doors, all doors seem to go to a small segment of the Sea Caverns stage.
#14 Gem Mine (2 Player stage)
Part of the Mystery Doors. Though the player starts near the end of the level this time. With the moon jump code it's possible to backtrack in the level, which reveals that enemies, powerups, and the shiny gem effects are all present this time around.
#15 Carpet Ride
Part of the Mystery Doors.
#16 Hedge Maze (Donald stage)
Messed-up looking segment.
#17 Christmas Present (2 Player stage)
Part of the Mystery Doors.
#18-19-20-21-22 Mystery Doors (2 Player stage)
Mystery Doors, all doors seem to go to a segment of the Gem Mine. Forgot to mention this earlier, but it's interesting that the doors open in single player. This is a 2 player stage, and doors would only open when 2 players would pass it at the same time and would also press up while passing it. I think. Again, been years since I last played it in 2 Player mode. These beeps are probably for other enter/exit points of the repeat-levels, but I was only able to start Gem Mine from these.
#23-24 Magician's Hall
Two-part stage.
#25 Magician Pete Boss
Final Boss of the game.
#26 Bells
Small segment of bells after having pressed the wrong die, I think it leads to beep 29.
#27-28 Exit from die
Exit from having pressed the wrong die, you are placed a bit back into the level, making you replay a bit of it.
#29 Back at dies
Back at the dies after having pressed a wrong one and passed the bells (or replayed something?)
Outstanding GelmiR. Will see if I figure out a fix for the stages where he becomes "frozen".
Hi,
this may sound trivial, but playing Golden Axe REV 01 on my JP MegaDrive 2, there are some coloured borders that are very distracting. Any chance to fix this via a GG code? IIRC there is a similar code for Vampire Killer. Thanks!
Beavis and Butthead (E) (Genesis/MD) Game Genie
ABZT-CA2L +
ABZT-CA7W
Walk thru walls. You can walk right past the barrier and guard at the GWAR concert.
Cool! Out of curiosity; how does it work? Does it need 2 codes for walking through walls from the left, and from the right - or a code for both characters? Will test this soon :)
Sorry for the looooooong delay! Something came up, but I did some quick testing. The codes work great :) I tried them individually and got stuck, but turning both codes on fixes it - so no freezing or anything. One thing though; a lot of levels have doors that have to be entered by pressing up. This will not work when the no clip codes are turned on. You'll have to turn them off, and turn them back on when needed.
Nice, very good looking game - though way too hard for me. I don't think I ever even finished the first level without any codes. It will be interesting to see what you can come up with. I have invincibility codes, but that actually makes the game boring.
Adventures of Batman and Robin (E) (Genesis/MD) Game Genie
RGRA-A60L
Pause the game and press B to skip to the next section/level.
BTAT-DP98
Can select the number of lives you start with using the Sound Test number in the Option menu. Sound Test number 15 lets you start with 15 lives, etc. Can choose up to 58 lives.
CWNT-JAHT
Can select up to 20 credits in the Option menu.
A2HA-CA8Y
Don't fall when you walk off ledges (walk on air). Press Down + Jump to drop down.
S44T-JAC0
Jump higher (Batman only).
144T-JAC0
Jump much higher (Batman only).
S5TA-JAEW
Jump higher (Robin only).
15TA-JAEW
Jump much higher (Robin only).
Tested all the Batman & Robin codes, they all work as described :) The lives counter will not go past 9, but the game still keeps track of lives you get beyond that.
A side-note on a Smurfs code you made for me, this one:
AW8T-TA8G - Freezes the log on Falaise / Cliff level, and gets rid of the lava in Volcano levels
It also freezes Gargamel (final boss) in place. Do not have the code activated before the level loads, but activate it as soon as it has loaded. Hit him with an acorn once, turn off the code, and he'll fall off the roof :) In short, the code also affects Gargamel.
Thanks for the notes GelmiR! I knew about the limit of 9 lives on the counter, but figured that most people would figure it out quickly, and didn't want to make the description any longer.
I'm working on some codes that reduce the number of enemies on the screen, since the game seems difficult to me. I've had partial success so far. Will post anything worthwhile.
And thanks for the Smurfs note. Will update that in the near future. EDIT: Updated on my site and GH.org