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Version: 0.2 | Updated: 02/27/06

John Isles, iv <qxz@verizon.net>, presents a FAQ that has mysteriously 
disappeared from the face of the Earth...

 ___   ___   ___   ___   ___     _____  ___  ___  ___          ___         ____
/   \ /   \ |   \ |   \ /   \      |   |   \  |  /   \ |\   | /   \ |     /
|     |   | |___/ |___/ |___|      |   |___/  |  |___| | \  | | __  |     |___
|     |   | |   \ |  \  |   |      |   |  \   |  |   | |  \ | |   | |     |
\___/ \___/ |___/ |   \ |   |      |   |   \ _|_ |   | |   \| \___/ \____ \____

The latest revision of this document can always be found -- and should ONLY be
found -- at these authorized site(s):

   - GameFAQs     -- <http://www.gamefaqs.com/>
   - HonestGamers -- <http://www.honestgamers.com/>

 /1.  CONTENTS\_______________________________________________________________

---  TITLE
 1.  CONTENTS (current location)

 /2.  MANDATORY LEGAL DISCLAIMER\______________________________________________

`Cobra Triangle` is a registered trademark of Nintendo and Rare, (c) 1988.  All
other trademarked items mentioned within this guide are properties of their
respective companies.
     This guide is (c) 2006 John Isles, iv, and has not been produced, author-
ized, sponsored, nor (sadly) has it been funded by anyone involved in the
production and/or distribution of this game, manual, or whoever supplied the
chips/discs -- that should cover just about everyone.

================================{ TERMS OF USE }================================

I've put quite a bit of time and effort into writing this guide, and would LOVE
to see many people use it as a helpful and witty resource.  Regardless if you're
viewing this guide online, or have a copy saved to your computer, please observe
and honor the following rules:

   - Stealing's bad, mm-kay?  Don't host this guide without asking first.
   - Don't change this guide's format.  Plain black-and-white .TXT only, please!
   - My name, the list of authorized sites, this legal disclaimer, as well as
     any other copyright notices, and the <AND FINALLY...> chapter -- please 
     don't touch them.
   - Most importantly, you may NEVER sell and/or trade this guide in any
     medium -- electronic, print, etc. -- for goods, services, and/or monetary
     gain.  I'm not making any profit off this; it's legally and morally fair
     nobody else does, either.

 /3.  DOCUMENT HISTORY\________________________________________________________

========================={ 0.2 -- released 2006.2.27 }==========================

Took me three friggin years, but I finally got around to an update.  In addition
to getting a new host at HonestGamers, I've made a few changes:

   - The layout's been restructured to look less crowded.
   - Items listing is located in <THE COBRA CLASS SPEEDBOAT> chapter.
   - Due to unnecessarily bogging the guide down, the enemy chapter is gone.
     However, enemy information can now be found under <STAGE DESCRIPTIONS>.

========================={ 0.1 -- released 2003.1.31 }==========================

The initial release.

 /4.  HOW TO READ THIS FAQ/STRATEGY GUIDE\_____________________________________

With your eyes opened, preferably.  :P
     Because this guide might use text tables and some low-end           +-----
art, please use a monospaced (or fixed-width) font.  Courier New,        |XXXXX
Andale Mono (my personal favorite), and the Mac-exclusive Monaco         |XXXXX
are but three such fonts... and these three are free!               -----+-----
     To test your font, just click between any two characters and   XXXXX|
drag your mouse up or down to the next line.  Should the high-      XXXXX|
lighted area meet corner to corner, as simulated on the right,      -----+
then you're good to go.

 /5.  OPTIONS\_________________________________________________________________

All you get is a solo campaign with two continues, three lives issued per game.

 /6.  CONTROLS\________________________________________________________________

I'd usually add some info on story, but I don't have any real basis for this. 
I'm just skipping to the controls.

================================={ ARROW PAD }==================================

Pressing [LEFT] and [RIGHT] steer your boat.  [UP] and [DOWN] have no function
during the main game.

================================={ (A) BUTTON }=================================

Fires your boat's gun (and missiles if activated).  Through the use of pods, you
can change how it fires.  More on missiles at a later time.

================================={ (B) BUTTON }=================================

Your gas pedal.  Holding it down speed you along the river; release it, and
you'll stop on a dime.

=============================={ (SELECT) BUTTON }===============================

Despite being the NES controller's least-used button, it serves a vital func-
tion:  It'll activate specialized upgrades on your boat.  (Head on down to the
<COBRA CLASS SPEEDBOAT> chapter fore more.)

==============================={ (START) BUTTON }===============================

Starts the game.  Will also pause it -- an NES tradition.

 /7.  THE COBRA CLASS SPEEDBOAT\_______________________________________________

Congratulations!  You've just purchased a Cobra Class speedboat!  It's fast,
equipped with a limitless supply of ammo, and most of all, it's RED!
     Pretty much all the information you need can be found on the console
located at the bottom of the screen:  The time remaining to complete the level,
your current speed, the number of lives remaining, your score, and life meters
for both your boat and, when appropriate, a boss monster.

 _____/A.  MODS & UPGRADES\____________________________________________________

Throughout the game, you'll find pods.  It is in your best         ___     ___
interest to collect these when you see them, as they'll allow     /   \   /   \
you to improve your boat's capabilities.  In fact, upgrading     /\___/\ /\___/\
the CCSB is key to your very survival in these wild waters.      \/_1_\/ \/_2_\/
     As you collect these pods, one of five different words
on the boat's console will start flashing in order from left to right.  The
flashing wraps around after if you've collected more than five (from FORCE to
TURBO).  By pressing (SELECT), you'll activate whatever's currently flashing.
     Of these abilities, three -- Turbo, Speed, and Missile -- can only be taken
so far; when they've reached their ultimate potential, you'll see a series of
dashes in their place.  Fire and Force, however, can be used infinitely...
provided you can get the required combination of pods.
     And one final item:  Upgrades are kept until all lives and continues are

==================================={ TURBO }====================================

This one-time upgrade improves the CCSB's acceleration (in other words, going
from zero to sixty in "holy crap!").  This should be the very first upgrade you

===================================={ FIRE }====================================

Activating this will alter your CCSB's firing pattern, each change requiring two
pods.  The upgrades are provided in this order (3, 4, and 6 are depicted with a
diagram below):

  1.  Increases bullet speed.
  2.  Increases bullet speed again.
  3.  After firing off your gun, pressing (A) while your bullet's still on the
      screen result in the shot breaking off into four directions.  Think of it
      as starting as a minus sign, turning into a plus sign.
  4.  Number 3's plus-shaped firing comes directly from the CCSB.
  5.  A spread-fire gun, covering about twice the width of your boat.  Useful
      for concentrated firepower against the boss monsters.
  6.  Four bullets slowly spread out from the front of the CCSB; pressing (A) a
      second time propels your shots forward at a blistering pace.  You'll need
      to time your button pressing to get the most of this mode.

|            o   o |        o         |  o|---o----o----o|
|             \ /  |        |         | /o|---o----o----o|
| o--o--o--o--(A)  | o--o--(A)--o--o  |<<(A)             |
|             / \  |        |         | \o|---o----o----o|
|            o   o |        o         |  o|---o----o----o|

One more thing worth mentioning:  Firing modes 4 through 6 loop around ad
infinitum.  There is no "ultimate" upgrade.

==================================={ SPEED }====================================

Don't feel like 65 mph is fast enough for a speedboat?  Then try putting a few
steroids in your engine!
     Oh, sure -- you might think this won't do anything important, but trust me
on this:  You'll need every bit of horsepower you can get your hands on to clear
those ramps later on in the game.  Your top speed can be increased up to three
times, and you'll need three pods each time.

=================================={ MISSILE }===================================

Collect four pods, and you can get to shoot missiles!  Activate this a third
(and final) time to fire off homing missiles.

==================================={ FORCE }====================================

For the low, low price of five pods (or any multiple thereof), this wonder of
modern science will instantly repair any and all damage done to your Cobra Class
Speedboat.  Order now, and you'll also get temporary invulnerability from enemy
attacks.  And as a SPECIAL bonus, you'll get a limitless cache of homing
missiles at no additional cost!  We'll even pay for shipping.  So whaddaya
waitin' for?  ORDER NOW!
     (The fine print:  Warranty does not cover damage made from geological
contact.  Limited time offer.  California residents, add 8.25% sales tax.)

 _____/B.  EARNING EXTRA LIVES\________________________________________________

Regardless how many pods you pick up, they're not quite as vital to your success
as the elusive 1-up token.  Beyond the rather obvious token in the first level,
opportunities for extra lives are about as uncommon as a Republican Hollywood
actor.  The best chance to stock up on lives is during the pod collection
stages... and you'll be fortunate to find more than one then.

 /8.  LEVEL STRATEGIES\________________________________________________________

I am going to make a stark admission:  I have not completed this game.  There
are purportedly 25 levels; the farthest I've ever gotten in level 23.  In spite
of this, I don't think a complete walkthrough is necessary... mainly because the
game really defies the need for one.

============================={ PLAYING FOR SCORE }==============================

In addition to scoring points for completing certain goals in a level, you'll
earn extra points for the following:

   - At the start of every level, if you press (A) at about the same time the
     level description appears, you'll net a quick 1,000 pts.  If you're not
     using auto-fire, this bonus will require a bit of luck.
   - Once you cross the finish line in certain levels, you'll score 1,000 pts.
     for each 180o you spin.
   - Excluding the pod and lifeguard missions, you'll score 500 pts. for each
     second remaining on the clock.

If playing for score, there's one thing you need to be aware of:  The
programmers never considered that million-point scores were possible, so the
score display only goes up to 999,950.  Any further scoring resets your score to
zero, not one million.  So if you're trying to enter some Internet high-score
contest, then you'd best have a video camera around to record the footage as
hard proof of your achievement.

============================={ A CAUSE FOR ALARM }==============================

When you start hearing a "beep...beep...beep...", pay attention to it:  Some
less obvious enemy out to hunt you down -- usually sharks and enemy planes.  The
sharks aren't that much a problem, since they only appear in the "Race to the
Finish" levels.  One shot transforms them into sushi.
     The drone planes, however, will in find a way into just about every level
come Stage 9.  When they appear, they'll fire on you, but only if you're in
their straight flight path.  Whoever's controlling them is a bit too dim to move
in an S shape, so you can easily move out of their way and avoid their bullets. 
Or you can just shoot 'em down; one shot's all you need.

==========================={ TROUBLE ON TERRA FIRMA }===========================

Not only are there pesky little nuisances in the air and in the sea, the enemy's
implanted guns on land.  Most of which are red, domed turrets that fire off
simple bullets.  Less common are white, box-shaped missile launchers; the
missiles will disable all the CCSB's features should they hit, but that'll only
happen if you stay in one place for too long.

 _____/A.  RACE TO THE FINISH\_________________________________________________

This is the first stage you'll get to cruise around in.  In these stages, your
goal is to find the level's finish line (a series of dashes) within a preset
time limit.
     If you want to get a leg up on the game, stay in the first level for a few
minutes and spend a few lives stocking up on pods, so you can upgrade your ship.
 Don't worry about seeing the dreaded "game over" message; there's a 1-up not
too far in this level.  Thus, you can easily improve your ship for later levels.
     Stage 9 presents the first use of ramps.  IF your boat's fast enough, you
can use these ramps to find some nice shortcuts along the way; if not, you'll
fall onto terra firma with your boat as a tombstone.  Using ramps may seem novel
early on, but come stage 14, using these lifts becomes mandatory.
     One final thing before moving on:  Halfway through stages 1 and 9, there'll
be a T-shaped intersection.  The route taken determines which order the
following levels are presented.  For example, taking the left path in Stage 1
will lead you to pod collection course, while going to the right leads you to a
mine disposal scenario.

=================================={ SCORING }===================================

   - Shooting down an enemy boat:............      50 pts.
   - Each pod collected:.....................     100 pts.
   - Destroying a gun turret:................     500 pts.
   - Slamming an enemy boat into a wall:.....   2,000 pts.
   - Jumping off a ramp AND landing in water:  10,000 pts.
        (This becomes mandatory come stage 14.)

 _____/B.  COLLECT PODS\_______________________________________________________

The only thing you have to do here is... well... collect pods.  Also spread
about this path are question marks, which can add pods, points, or extra lives;
they can also spring traps -- either vaporizing nearby items, or worse, causing
damage to your boat upon impact.  Other hazards to keep an eye on are the
occasional wave of energy, and bombs that appear in the second version of this

=================================={ SCORING }===================================

   - Each pod collected:    250 pts.
   - Random bonus:......  5,000 pts.

 _____/C.  DISPOSE OF MINES\___________________________________________________

Time to have fun with explosives, folks!  What you need to do here is take mines
from one end of the river and drop them off in a disposal bin on the opposite
     Not only are these waters guarded with gun turrets perched on land, enemy
boats are on patrol.  Once you grab a mine, these craft will follow you like a
mouse to cheese.  Get tagged, the offending boat will steal that mine, and tow
it back to where the original storage unit.  Tag the offending boat before the
mine is returned, you'll steal the mine back; if you can't quite reach it, then
just go back and grab another mine to haul to the disposal unit.
     How best to avoid getting tagged by the enemy?  Swerve around; don't drive
in a straight line.  The opposition may be faster than you, but when it comes to
cornering, your CCSB has the edge... and that's not supposed to be a pun.

   - The first time you play this level, you'll have a minute to clear four
     mines guarded by a single enemy boat.
   - The second time you're assigned to mine disposal, you've got ninety seconds
     to clear five mines.  This time, you've got two boats chasing you.
   - Third time you arrive, it's the same scenario as above, but there's a
     whirlpool now circling the disposal bin!

One other piece of information:  You do NOT want to be in the disposal bin when-
ever a mines detonates.  If that happens, your boat goes "BOOM!"

=================================={ SCORING }===================================

   - Each gun turret destroyed:    500 pts.
   - Eliminating a mine:.......  1,000 pts.

 _____/D.  GUARD THE PEOPLE\___________________________________________________

Uh-oh.  Looks like some poor souls got stranded in these waters... and enemy
forces would love to use these guys for some sinister purpose; whatever it is, I
do not know, nor do I care.  Seeing as how you've been unwittingly relegated to
lifeguard duty, you might as well protect these guys until help arrives...
     You start this level with eight potential victims treading water.  Enemy
boats will arrive en masse in an effort to smuggle them into a subterranean lair
(for something).  These craft can't defend themselves, so you can easily pour on
the bullets... which, coincidentally, won't harm the folks you're trying to
     UFOs are another threat that will appear.  Despite having no need for the
humans, they're here to give you hell.  UFOs fire paralyzing homing missiles,
rendering you immobile for about three seconds if you're hit... and unable to
fire off your weapons.  Fortunately, one shot send them crashing into the water.
     To complete this level, at least one person must survive the ordeal when
the countdown timer hits zero... though having more people around will reap
greater rewards.  Should all eight people be abducted, you'll have to start the
whole thing over again, one life poorer.

=================================={ SCORING }===================================

  - Recovering a victim from an enemy craft:....  250 pts.
  - Having all eight men safe when time expires:  EXTRA LIFE!
  - Men remaining when you complete the level:..  See table.

  __________________________      __________________________
+-------+-----------------+     +-------+-----------------+
| One   |    100          |     | Five  | +1,500 =  3,300 |
| Two   |   +200 =    300 |     | Six   | +2,000 =  5,300 |
| Three |   +500 =    800 |     | Seven | +5,000 = 10,300 |
| Four  | +1,000 =  1,800 |     | Eight | +7,500 = 17,800 |
+-------------------------+     +-------------------------+

 _____/E.  REACH THE FINISH\___________________________________________________

Like a salmon who's ready to spawn, you'll be travelling upstream through this
miniature obstacle course.

   - Your first test is navigating through a log jam with whirlpools.  Not too
   - Second time you come to this stage, you've now go icebergs to contend with.
     Because they rise up from underwater, you'll see rings cascading where
     they're going to pop up.
   - Third time you appear on this obstacle course... what you face is based on
     what road you'd taken when the water splits off in Stage 9...
        > If you broke left, it's an iceberg level; the icy objects will start
          moving at you when they rise from the water.  You've got ninety
          seconds to complete this course.
        > If you broke right, you're going through another log jam.  The wood
          now moves at an angle and the whirlpools are even faster than before.
          What's more, you don't have much time to plot a course -- you've got
          a mere fifty seconds to cross the finish line.

=================================={ SCORING }===================================

  - Each gun turret destroyed:  500 pts.

 _____/F.  JUMP THE WATERFALL\_________________________________________________

It's the thrill of cheating death over Niagara Falls... without having to
actually risk life, limb, or a $250,000 power boat.  Your controller, on the
other hand...
     The only possible way to jump over the falls -- and avoid descending into
the Pit of Mysterious Death (TM) -- is to utilize the ramps where water meets
gravity.  To make things more challenging, most ramps sweep from side to side,
parallel to the edge of the water.  Worse yet, whirlpools occupy these rapids,
and will seriously screw you up if you're careless.
     To clear each waterfall, you'll have to gain enough speed, hit the ramps as
squarely as possible, and land on the flat area of water on the opposite side of
the chasm.  If only the front half of your boat makes it and the rear half's
hanging off the edge, that ain'na gonna work -- you'll simply fall, crash, arise
as a puff of smoke, and respawn to the ledge you just jumped from.  And I
shouldn't even need to mention what happens if you miss the ramp entirely.
     My only advice here is to be patient.  Be aware of which direction the
water flows, and don't allow it the opportunity to push you into the Pit of
Mysterious Death (TM).

=================================={ SCORING }===================================

  - Racing to the edge of a waterfall, hanging on, and
    safely returning onto the river:......................    100 pts.  (Cheap!)
  - Each gun turret destroyed:............................    500 pts.
  - Jumping a waterfall and maintaining speed as you land:  2,000 pts.  

 _____/G.  FRY THE MONSTER\____________________________________________________

OH, JOY!  BOSS STAGES!  What good would this game be without boss stages?

   - Stage 5 is your first boss encounter -- a sea serpent.  He'll spit some
     nasty stuff your way, as well as use its tail when you get too close.
     Avoid them, as it'll only take four of his attacks to sink your ship.
   - Stage 10 pits you against a giant crab, which will usually spit out bul-
     lets at you, but will occasionally flail its claws.  I'd worry less about
     about his saliva and more on avoiding physical contact.
   - Reach Stage 17, and you'll combat a giant squid.  The key to winning
     against this beast is in avoiding his tentacles. He won't bat you around as
     a cat would a ball of yarn; he'll just wrap his appendage around your boat,
     pull it underwater, and you simply die, defenseless.

If you're stuck with a controller that lacks auto-fire feature, then you'd
better start hammering away at that (A) button when you see "Fry the Monster"
atop the screen.  If you're lucky, the CCSB will fire off a couple shots,
dealing damage to the monster before it even gets a chance to strike!  (If
you're fortunate to have auto-fire, then just hold the (A) button down.  Your
thumbs and controller will, in a high-pitched voice, thank you.)
     Defeat the monster, and not only have you a tale to tell your grandkids,
you'll move onto the best level of all...

 _____/H.  SHOOT THE TARGETS\__________________________________________________

Why'd I save this one for last?  Simple question, simple answer:  You can earn
lots of points here; this is a simple shooting gallery.  The CCSB's on cruise
control; all you do here is rotate the boat and fire.  Hit every target in the
level (even those birdie posts at the turns), and you'll score an extra life.
     The scoring for hitting consecutive targets is as follows (miss one, and
back to 100 you go!  And no bonus life for you -- too bad!):

  _________________      _________________      _________________
+-------+--------+     +-------+--------+     +-------+--------+
|   1   |    100 |     |  9-10 |  1,500 |     | 19-20 | 10,000 |
|   2   |    150 |     | 11-12 |  2,000 |     | 21-22 | 15,000 |
|   3   |    200 |     | 13-14 |  2,500 |     | 23-24 | 20,000 |
|   4   |    250 |     | 15-16 |  5,000 |     | 25-26 | 25,000 |
|  5-6  |    500 |     | 17-18 |  7,500 |     | 27-28 | 50,000 |
|  7-8  |  1,000 |     +----------------+     +----------------+

 /9.  GOT FEEDBACK?\___________________________________________________________

If you have any submissions, strategies, comments, insults (on second
thought...), or any other information that might catch my interest, you can
currently E-mail me at <qxz[^2]verizon[period]net>.  Submissions are subject to
evaluation, and may be edited, though proper credit will be given.

 /10.  AND FINALLY...\_________________________________________________________

The obligatory "thank you" section.

   - Rare, Nintendo
        > Developing and releasing the game

                     This guide is (c) 2006 John Isles, iv,
         and may not be published or redistributed without permission.

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