| updated 07/01/2002 |
Here is a listing of all known (at least by me) cheats for
Atari 2600 games.
(If you know of any more, please let me know!)
Don't wipe out any other cars and receive an extra life and 50,000 points at the end of any course.
The SELECT switch asks as a 'Continue' button.
Turn on the game while holding the fire button down. You'll see a small dot in the top row of targets. Shoot the dot before it disappears and the game will lock while displaying two alternating phrases where the score should be.
Hold down the fire button while turning the game on. Your shots will now go across the entire screen.
Hold down the fire button as the game loads and the programmers initials (Steven H. Landrum) will appear by the high score.
Play to wave 25 in any version of the game except the Mutants-only one. Rescue a Humanoid and without depositing him fly to the 25th raster line (where your ship first appears). The aliens will transform into the programmers initials (Bob Polaro).
Swim into the north part of any lake while charged with a Superpower and the programmers initials will appear.
When the axe is on the screen, enter the command 'Use Shield' to see Steve Landrum's initials.
(Pick the non-enemy game variation to make this easier.)
Pick up seven Reese's Pieces without falling into any wells, while avoiding the flower.
Call Elliot and give him the pieces. Then find all three phone parts, while still avoiding the flower.
Then go near the flower and try to make it bloom. You will see a character from a different Warshaw game - but watch carefully, as it goes quickly.
Get rescued, winning the round. Press the button to start another round, and repeat the above procedure. You will see another non-E.T. character pop from the flower.
Doing the above a third time will show Warshaw's initials replacing the energy reading at the screen bottom.
Rescue the mermaid seven times to see Imagic's address.
To see the programmers initials, hit the fifteenth Cobra eight time while in the two-player cooperative game at the easier level.
Start a game at variation 13 and let all the cities be destroyed. Rob Fulop's initials will appear by the rightmost city's ruins.
Go to the very top of the highest mountain and jump to the right, once shortly, landing on the same platform, and then once far, going as high as possible. You will see ladders and platforms appear in the sky. Repeat the small and big jump from the highest platform, making sure that the second jump is from the very edge of the platform. Doing so, you should be able to catch one of the new ladders, which leads to a whole new area.
Go to the same highest mountain top and drop to the platform below. Align yourself with the campfire above. Jump once to the left, and if you were lined up properly, you will 'long' jump upon landing and fly pat a 4x4 set of platforms. Hop as you hit the rightmost platform and you will jump up to a ladder into a secret area.
Use all the discs to lure Coily over the edges, as this is worth 2x more points than not using them.
Stay on the top cube and jump to lure Coily off the right side. You'll get points and won't loose a life (most of the time).
Get a parachute and the Chai (the pretzel looking thing in the Treasure Room). Use the Ankh to get to the Flying Saucer Mesa (the big one) and then drop it and put the inventory selector on the Chai. Make sure the parachute is setup as the next inventory item. Run off the Mesa and drop the Chai and immediately open the parachute. Look quickly to see a secret character at the top of the screen as Indy falls past the mesa-side.
If you continue on and win the game after doing the above, the Ark will rise all the way showing the highest possible score and Warshaw's initials at the bottom of the screen.
At splits in the river, fuel is usually to the left, while points are on the right.
If you can keep Wile E. off the edge of the screen, he won't get the rocket skates.
Hold down RESET as you turn the game on, and you'll get double shots onscreen.
You can switch between expert and regular levels during game play.
If you roll the score over, the score changes to steer heads.
Start the game with the fire button held down and push right to activate X-Ray vision. Start the game after a few seconds of this, and Superman doesn't have to change into Clark Kent. The bridge will also be intact with three extra pieces stacked by each other in the subway. (Supposedly this only works in early releases of this cartridge.)
Move the TV Type switch back and forth once to pause game, and again to resume game.
Shoot a Swirl in midair. On the explosion screen, line up the Yar so that the little see-through square shape in the middle of his body is aligned with the line marking the point where the Swirl was hit. The game will lock-up and Howard's initials will show where the score is.
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