Mickey Mania by Sony Imagesoft Author: DJ Tigresa and MC Pantera Email: djtigresa@classicgaming.com, mcpantera@classicgaming.com ------------------------------------------------------------------------------- INTRODUCTION ------------------------------------------------------------------------------- This guide covers both the cartridge and CD ver sions of Mickey Mania. If you have a Sega CD you must buy that version, otherwise you’ll miss out on several excellent comments from Mickey Mouse and an extra bonus level near the end of the game. Regardless of what version you buy, you’ll be play ing one of the most amazing games available for the Genesis. Traveler’s Tales has accomplished many eye-popping graphic tricks, which include a 3D rotating tower and incredibly smooth animation. Mickey travels through several of his most popular movies, beginning with Steamboat Willie and ending with a final battle in The Prince and the Pauper. Be prepared to be amazed and entertained — 16-bit doesn’t get any better than this! ------------------------------------------------------------------------------- TIPS ------------------------------------------------------------------------------- Both the cartridge and CD versions of Mickey Mania play the same, except for an extra level near the end that we’ll point out. All of the following strategies and tips apply for both versions of the game. Controls: A or C to jump, B to throw. You have a limited number of marbles, and you won’t find too many laying around, so don’t waste them. The hand in the upper-left corner shows how many more hits Mickey can take before losing a turn. Collect stars to add more hits to Mickey’s strength. Walk by the rockets to launch them and record your position in the game so you can restart there with your next life. When throwing marbles at the weasels in the last stages, don’t throw too fast or your marble will pass through them and be wasted. As soon as their feet hit the ground you can hit them with another marble. ------------------------------------------------------------------------------- Stage 1: Steamboat Willie ------------------------------------------------------------------------------- Dodge the musical notes and jump on the bottle to launch a cork into the goats mouth. Wait for the steam in the whistles to stop before running past them. Jump on the cat to pop a hole in the floor so you can find a hidden area with stars. Push the crates to the left and climb back up to the whistles. Continue to the right until you see a crane pick ing up crates. Jump on a crate and wait for the crane to carry you safely across the water. Stage 1-2: Avoid the swinging balls while col lecting the marbles. Jump up to the windows of the house, then leap to and bounce off the bird to reach the stars above. Go right across the clothesline, then leap to the first window below. On the left side of this building is a small sign Mickey can jump to, then jump up to the win dows above. In order to lower the bridge to the right you must ring the bells on the top left and right windows of the building. Leap over the bully when crossing the bridge, then turn toward him and throw marbles to knock him out. Bounce on his stomach to climb the crates on the upper-right. From these crates be sure to bounce of the birds back to reach the higher group of windows in the next building. Watch for the crates to fall from above, then jump to the next window when safe. Beyond the last window is a pair of Mickey’s ears (an extra life). Jump on the crate with the up arrow for a ride, then leap to each of the crates hanging on the right. Move quickly to avoid falling with the crates. The Boss is a group of four gears. Each gear takes for hits by a marble or by pouncing. Pounce on the lower two and use the spring to launch up and shoot marbles at the higher gears. You can push the springs around, but you should be able to shoot the gears from wherever they drop. The crates will drop several bombs before dropping a spring. Concentrate on dodging the bombs, since there’s no time limit, and you should be able to survive this boss easily and save Steamboat Willie. ------------------------------------------------------------------------------- Stage 2: The Mad Doctor ------------------------------------------------------------------------------- You can shoot marbles at the bats, but you’re better off saving them for later. Ducking the bats is easy enough. Inside watch out for skeletons. The skeletons that fall from the ceiling and crouch only need one marble hit or one pounce before they shatter apart. The skeletons that come walking for you require three marbles or pounces. The bones from both skeletons will damage you, so dodge them as they fall. Watch for knives on the back wall below a hanging skull. Walk slowly up to them to make them drop to the ground, then you can safely walk past them. Stage 2-2: The bats will take two hits, while the swinging skeleton spiders only require one hit. Knock the spider off the rope, then grab it for a ride to the other side of the pit. While dodging the burning embers from the fireplace grab the rope and swing, then leap to the left to collect two stars. Don’t waste too much energy trying to get all of the marbles over the fireplace. Climb into the pipe to exit. Stage 2-3: The gurney ride requires a little memory to know when to duck and when to jump. There’s a tricky 1-Up (Mickey ears) right at the beginning, but avoiding the blades can be tricky. Make your leap the moment you see the blades to grab the ears, then land on the gurney and quickly leap again to avoid falling into the lava pit. You can make each of the leaps from the gurney as its sinking into the lava, so don’t feel pressured to jump off too early. The pattern is as follows: Duck or jump the first three sawblades, jump to the next gurney, jump over spikes, jump to next gurney, duck under saw- blades, jump over two sets of spikes, jump to next gurney, jump over rising sawblades, jump to next gurney, avoid the next sawblades and leap to the exit. Stage 2-4: This tower has one of the coolest effects in the game. Keep walking to the left while throwing marbles at bats the moment you see them appear around the corner. You must keep moving because many of the platforms collapse. After dropping down and heading to the right you’ll have a few barrels following behind you that are moving too fast. Jump back over at least one of them to avoid being run over, then continue to the right. There’s another barrel to jump below. Stage 2-5: In the laboratory watch for more skeletons. The rest of this stage is familiar ene mies and obstacles. Stage 2-6: Ride the elevator up while throwing marbles at skeletons and dodging their bones. When a skeleton lands on the top of the elevator stand at the center to avoid the bones. When you reach the top don’t enter the door! Get off the elevator, then get back on and you can ride up to another floor with lots of marbles and stars. You’ll be in the dark, but there are hidden platforms directly below each star. At the top-right is an extra life (Mickey ears), and Mad Doctor Mickey will make an appearance before sending you to the next round. Stage 2-7: You must mix chemicals into the beaker by pushing the beaker below a pump, then climb up and jump on the pump to put the chemical in the beaker. You must pump each one of the chemicals into the beaker. You can’t put too much of any chemical in the beaker, so don’t worry about hitting the pump twice. After filling the beaker push it all the way to the right onto the burner and hit the button to the upper right until the beaker explodes. If you kill the bats in this area they’ll come back each time you go down to push the beaker. Drop down and go right to meet the boss. The Mad Doctor: After the door slams shut go to the right to see the doc. Don’t grab the stars above until you need them. There’s a rocket to the right that will save your position in this room in case you die. The moment the doctor opens his cape quickly run to the left and jump to avoid the first bomb he throws, then jump on the small platform. When he approaches jump and pounce on his head, then run to the right to avoid the bombs he drops. Jump on the platform to the right. Repeat the pattern of pouncing and running until he’s defeated (nine hits). ------------------------------------------------------------------------------- Stage 3: Moose Hunters ------------------------------------------------------------------------------- Watch for falling branches and boulders. The moment you see Pluto turn and point to the left be prepared to jump over a rushing moose. Stage 3-2: Here’s a really cool 3D effect. The most important part of this stage is collecting the apples to keep your speed up. Try to jump over every rock and water stream you see. If you hold down the jump button you’ll keep jumping the moment you land. There’s an even number of apples on the far left and far right sides, so stick to one or the other and you’ll collect enough to reach the finish line. ------------------------------------------------------------------------------- Stage 4: The Lonesome Ghost ------------------------------------------------------------------------------- There are three pits inside the house. If you can clear the first two, stay to the left or right on the third and you’ll collect a 1-Up. Stage 4-2: Take your time in the dark to watch for ghosts. All of the metal stairs will flatten out as you walk up them, so be ready to slide back. Wait for the ghosts to disappear, then make your move. Use the rotating platforms to reach the stars by making the side closest to the star rise up, then run across and jump. There’s a 1-Up in the top-left corner that can be reached with the same technique. There are stars above the three pipes blowing their lids. You can reach the stars by rapidly jumping as the lid gets blown. As you climb up the next passage you’ll have to leap from lid to lid as they open. There’s a star in the upper-right corner of the passage. The exit is to the left, but you’ll have to cross a collapsing bridge haunt ed by three ghosts to get there. Jump rapidly as you cross the bridge to keep from falling. It’s bet ter to get hit by the ghosts once or twice instead of dropping below and climbing back up. Stage 4-3: Jump on the barrel and control it to stay above the water and behind the ghost in boat. Stay on the barrel as it’s sinking then make your jump to the second barrel the moment the ghost speeds ahead. Take the third barrel all the way to the left, then keep jumping to stay out of the water while you wait for it to drain. As soon as the water hits bottom, jump left to hit the next area and a rocket checkpoint. Climb the steps and go right. As you walk past the stretching posters (as featured in Disneyland’s Haunted House), push the table to the right while avoiding the ghosts and their hats. You have to push the table all the way to the right so you can reach the stairs upward. The star above is reachable, but you have to jump from the swinging rope at just the right moment. At the end of this room is a rising platform with many ghosts. Take your time to run over or under the ghosts as the platform moves. ------------------------------------------------------------------------------- Stage 5: Mickey and the Beanstalk ------------------------------------------------------------------------------- Stay off the roots that connect the clumps of mud (they won’t hold Mickey’s weight). Dodge the seeds and the bugs in the next area. You can jump on the back of the bugs. Use the green apple to collect the stars (push it left to reach the first star). Push the flowerpot into the waterdrops to the far right until it grows a flower, then push it all the way to the left to jump to the mushroom. You can’t kill the mosquitos, but you can stun them for a second with a pounce or a marble. Jump off the leaves as soon as they start sinking. From the final leaf make the jump from the very edge to reach the ledge above. Stage 5-2: As you head underground jump from the backs of the beetles to reach the marbles and stars above. Watch for falling cocoons that break into two little bugs. You’ll cross a small bridge that blocks the passage below. Go right and head up the hill, stopping to dodge the first cocoon, then walk quickly to dodge the rest. Hit the button, then go back down the hill to enter the darkened passage. Go left and hit the light switch, then rush to the right and jump on the ladybug for a quick ride out of the cave. Stage 5-3: There’s a bonus stage hidden in this area! Don’t shoot any of the butterflies. Jump on the magic beans to make them grow so you can leap to the next ledge. Climb to the top where a light blue beetle paces back and forth. There’s a switch on the wall above the beetle, which you can only reach by jumping on the hack of the beetle as he flies upward. Hit that switch, then go back to the left down two of the giant steps and jump to the green butterfly, then hold the jump button and bounce off the orange butterfly to reach a ledge with four stars, a 1-Up, and a big question mark (?). HIDDEN STAGE — THE BAND CONCERT: If you can survive the climb to the top of the tornado you’ll find Band Leader Mickey and collect an extra continue. There’s no time limit, so don’t rush or you’re hound to fall and end the stage quickly. Watch the next box carefully, then make the jump to it when safe. The boxes move in a pattern from side to side. If it comes down close and then rises, it will come back down again soon. Stage 5-3 (continued after switch for hidden stage): Go inside the passage and hit the rocket checkpoint, then bounce off the beetle to collect a star. You can knock the beetles out by hitting them with a marble as they are flying up. You must climb the huge rope to reach the next area, Climb up to the left of the rope as far as you can, then leap across to the right. As you reach the top you’ll see lots of marbles and a star on each side of the rope. Make the leap from the top of the rope, but be careful not to jump from too high or you’ll go into the next area. Stage 5-4: Mickey has to dodge more mosquitos and beetles. When you see the clear Jell-O, push it to the right so you can reach the jar above, Most of the jars have marbles hidden in them, so fall in and walk both ways to collect them. ------------------------------------------------------------------------------- Stage 6: The Prince and the Pauper ------------------------------------------------------------------------------- Push the crate to the right, then when you see the weasel duck and throw marbles until you defeat him. Keep pushing the crate under the stairs to collect three marbles and a star. Push the crate back to the left all the way to climb up to the chandelier. Walk left and right on the chandelier until it swings far enough to reach the next chandelier. Continue until you reach the stairs to the far right. At the top of the stairs hit the light switch and the rocket checkpoint. Stand below the bookshelf of the first weasel and jump while throwing marbles to knock him out. If you hop on the first book to the left it will bounce you up. By timing the jump correctly you can leap up to a star on the far left wall. Knock out the second weasel, then jump over the third to attack him safely from behind. There are two sparkling books that are connected to each other, If you jump on the left book it will sink while the right book rises. When the right book is at the top, jump to it and throw one or two marbles at the weasel before you sink too far. Continue to the right, knocking out the weasels as you go (try to jump over them as often as possible) and go down the stairs. As you walk past the vases in the next area walk quickly to avoid getting hit by them as they fall. We always run out of marbles in this area, and if you do just make a run for the far left where Pauper Mickey is waiting. Stage 6-2: Immediately go to the right, dodging the embers from the fireplace, and hit the rocket checkpoint. Go back to the left and climb up while knocking out the weasels. After hitting the third weasel you must push a small hanging platform to the left until the rope is aligned with the left side of the window at the top of the screen. Climb up on the left side and hit the switch, then jump across to the right using the hanging platform. Collect the marbles and star, then jump to the black platforms and keep leap ing across to the right until you fall below to the exit. Stage 6-3: Quickly jump on the black pump until the duck Innertube is filled, then jump on it to float up with the water, Go right and be sure to collect every marble you can reach while knock ing out the weasels. As long as you collect every marble you’ll have enough to knock out every weasel. Jump on the moving platform and be ready to jump up to avoid the spikes. When the platform reaches the right side of the track, make a leap to the right. After hitting the checkpoint go down, then move quickly across the collapsing platforms above the firepits. When you reach the left wall past the firepits, move quickly down the passage before the walls close up and smash you. Go to the far right and climb the incline (the falling arrows won’t hurt you). To the right of the weasel push the rock to the left onto the button to keep the platforms above from disappearing. When you jump to the hanging platform above it will move into the path of the spears. Jump to the plat form on the right, then jump back over to the hanging platform as it moves above the spears. Leap across to the right to find Prince Mickey ------------------------------------------------------------------------------- Stage 7: Pete's Tower ------------------------------------------------------------------------------- Quickly climb up the tower while avoiding the spiked balls. Don’t be afraid to stop for a moment and time the jump over the spiked ball. Stage 7-2: The climb up inside the tower is very difficult. Keep jumping rapidly the whole time you’re climbing, and throw marbles while jumping to hit the weasels. You can also bounce off the heads of the weasels to reach the platform above. At the top go right for a rocket checkpoint, then keep going right past a few dozen weasels (!!!) to reach the exit. SEGA CD ONLY — FIRST BATtLE WITH PETE: This stage only appears on the Sega CD version, so if you’re playing the cartridge you can skip to the final battle below. Go to the right and collect all of the marbles. You can’t hurt Pete with the marbles, so save them. Go back to the far left and collect the pencil to see the Mad Doctor Mickey help you beat up on Pete. Pete will whistle for his weasels to attack. Wait for the two weasels below to go to the left, then hop down and rapidly throw marbles to knock both of them out. Go to the right ledge but don’t grab the swing yet. If you throw marbles to the right you can hit the weasels safely. Watch you marble bag at the top-right of the screen. If you hit a weasel you won’t lose a marble. Go to the far right for another pencil, then back and forth for four more pencils. The Prince and the Pauper Mickeys are the second to last, then Steamboat Willie will lift him up to the final room. THE FINAL BATILE — PETE: Dodge the falling metal stars, duck under the knife when Pete throws it, then push the spikes under Pete as he lands. The spikes should be lined up with the center area of the window in the background. Be sure to get away from the spikes before Pete lands on them or he’ll land on you too. After five hits a swinging ball will lower with a switch on the left. Duck one of Pete’s knives, then jump on it while it’s still stuck in the wall and hit the switch. As Pete leaps into the air, run to the right and repeat the pattern. After six hits you’ll finish the game and see the ending sequence. ------------------------------------------------------------------------------- Secrets ------------------------------------------------------------------------------- LEVEL SELECT (cartridge version): Go to the Options screen and select sound test. Select music to “continue”. Select sound fx to “appear”. Select speech to “think”. Go to exit (don’t select it yet) and hold the directional pad to the left for about five seconds until you hear a sound effect. Select exit and start game to reach the level select. Notice that the first letters in the code spell “C-A-T”. LEVEL SELECT (CD version): Go to the Options screen and select sound test. Select music to “continue”. Select sound fx to “appear”. Select speech to “take that”. Go to exit (don’t select it yet) and hold the directional pad to the left for about five seconds until you hear a sound effect. Select exit and start game to reach the level select. Notice that the first letters in the code spell “C-A-T”.