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Tails Adventure

-- Intro --
   It's a bird! It's a plane! No, it's a flying fox! With BOMBS! Yep, the fact is that Tails got his own "Adventure" years before Sonic got his. While there is no comparison at all to be made between the Game Gear and Dreamcast, Tails' third solo romp is a gem in its own right.


-- Story --
   Tails is enjoying some vacation time at his favorite holiday spot: a small island he discovered and named after himself. But alas, Tails Island is attracting some unwanted tourists. A violent bird army has set their sights on the island, and intend to take it by force if necessary. While catching some Z's in front of his hut one peaceful afternoon, Tails is rudely awakened by a shower of missiles! Those bad birds have napalmed the woods around Tails' home, setting them ablaze. If some schmuck came and threw bombs at your home, would you sit around and do nothing? Didn't think so. Tails sets off, bombs in-hand, to set the laws of Tails Island straight with the intruding army.
-- Gameplay Info --
   Take everything you know about Sonic...and throw it right out the window. There's no speedy tricks around here...no loop-de-loops, no corkscrew twists, no killer whale chase scenes. Platform-jumpin', bomb-hurling, and puzzle-solving are the rules in Tails Adventure.

   The object is to get from one side of the level to the other. The catch is that to make it through some levels, you'll need certain items and/or weapons. These items, of course, may not be accessible until you've obtained another item necessary to reach the first item. In short, there's alot of backtracking going on, and in this respect it resembles an action-RPG.

   Tails walks, jumps, flies, and throws various explosives. You start the game with a ten HP power bar (HP being measured by Rings, of course), Regular Bombs to hurl, and about two seconds of air time on the flight guage. HP is raised and the flight guage is extended each time you obtain a Chaos Emerald. There are six in total, and once you've found them all your HP should be up to 99 and you should have about 12 seconds of flight time. There are also 26 new weapons & items to locate throughout the game...most are necessary to advance, but a few are just there for kicks. Here's a list of everything:

  • Regular Bomb -- You start the game with these babies, and they're presumably Tails' key form of offense. Blows up all enemies and your basic stone barriers. (Bean the Dynamite should sue.)
  • Large Bomb -- Destroys all on-screen enemies, but takes several seconds to detonate after placing. Also useful for those stubborn, thick stone barriers.
  • Remote Bomb -- This handy little sucker will only detonate when you trigger it. Not very effective against enemies, but a necessity on many puzzles. Carry this item with you into nearly every level, as it's almost always needed...
  • Napalm Bomb -- Throw this puppy on the ground to create a wave of flame that destroys everything in its path, including objects above. It's the only way to clear through tall grass.
  • Triple Bomb -- An enhanced version of the Regular Bomb. Once you obtain this item, you'll never need the Regular Bombs again. Don't dare trek into any new level without packing these along.
  • Wrench -- The last item in the game, the Wrench's only use comes in the final level, where you'll be using it to work machines and reverse the direction of conveyor belts.
  • Helmet -- By ducking under this giant bowl, all enemy fire will be reflected, and Tails will be safe from any damage. The downside is that you can't move at all while using it...
  • Remote Robot -- The most important item in the game, barring only the Regular and Triple Bombs. Once you snag this mechanical pup, pack him along to every level. Nearly all of the game's puzzles revolve around maneuvering the robot to open the path for Tails himself, so learn this canine's tricks early.
  • Hammer -- Take out your frustrations on enemies and certain stone barriers with this fine mallet. (Amy Rose should sue.)
  • Teleport Device -- This is a handy little item that should prove extremely useful while exploring new levels to determine what items you'll need to pack along, as well as when returning to old levels to pick up items you couldn't reach the first time. Warps you back to Tails' House from any location.
  • Night Vision -- You'll need these infra-red goggles to light up dark levels. I mean, unless you think you're good enough to play them in pitch black...
  • Speed Boots -- Anyone who's ever played a Sonic game in his life (and I don't think you'd be here if you haven't) should be familiar with this item. Gives Tails the ability to run and fly at a faster speed.
  • Super Glove -- You can't have a self-respecting action-RPG without a Power Glove item, which naturally allows you to lift obscenely heavy objects. (It's yet to be explained exactly how wearing a glove raises a character's strength, but there are some questions better left unasked...)
  • Fang -- Everyone's favorite weasel gives Tails a lesson in Ring-pinching. Carry this item along with you into any level to increase the chances that a destroyed enemy will drop a Ring.
  • Knuckles -- Bombs are OK, but sometimes it's just more satisfying to belt those bent birds' beaks in. So make like everyone's favorite echidna and implant your fist into some face. (Knuckles should sue.)
  • Sonic -- Tails borrows Sonic's spin with this item, although the control is more like that of a slingshot. Like Knuckles' punch, it's more of a cute series tie-in than a functional goodie. (Tails is in some serious legal trouble.)
  • Item Radar -- This time-saving piece of equipment will let you know if there's an item you missed still in the level. If you don't get a read on the radar, don't waste your time.
  • Radio -- While completely useless to gameplay, this beat-buster is the game's only trace of a sound test. It just so happens that you can continue the level while jamming to your choice of tune...
  • Proton Torpedo -- The Proton Torpedo is to the Sea Fox what the Regular Bombs are to Tails. Your standard underwater weapon, they fire straight ahead.
  • Vulcan Gun -- A smaller, rapid-fire version of the Proton Torpedo. This is particularly handy in the Battle Fortress dogfight...
  • Extra Speed -- Created solely for Lake Crystal, this boost-builder is the only way to get up that level's waterfalls.
  • Extra Armor -- A starry forcefield protects the Sea Fox, making it invincible as long as this item is selected.
  • Anti-air Missile -- This projectile shoots straight upward...handy for surprising enemies from below, and busting open barriers above.
  • Spark -- Creates a strong electrical field around the Sea Fox, clearing the screen of all enemies and mines.
  • Mine -- Like the Anti-air Missile, except you drop 'em rather than shoot 'em upward. Catch enemies from above, or destroy barriers directly below.
  • Rocket Booster -- This attachment allows the Sea Fox to fly...the only way to play Battle Fortress 1.

   And now here's a list and description of all twelve levels:
  1. Tails' House -- This is where you start every game. Gear up before heading out, or switch to the Sea Fox.
  2. Poloy Forest -- The first area attacked by the bird army, this flaming forest recalls memories of the inferno Robotnik made out of Angel Island. A good place to get familiar with Tails' various moves.
  3. Volcanic Tunnel -- As the name suggests, it's an underground cavern flowing with magma. The terrain's your worst enemy here, so expect more old-fashioned platforming than brain-teasing puzzles.
  4. Polly Mountain 1 -- Here you're exploring the outside ledges of Polly Mountain. This level's got a bit of everything, so keep on your toes. Notice the music is a re-vamped version of the Aqua Lake Zone BGM.
  5. Caron Forest -- This eerily quiet jungle is a level of puzzles. You're going to have to learn to use Tails' Remote Robot in some creative ways...
  6. Green Island -- You're gonna have lots of bug trouble in this woodsy island. You'll definitely want to pack along the Napalm Bomb, as it's the only way to destroy bee hives.
  7. Cavern Island -- You'll need your Remote Robot and a good sense of direction to find your way through this massive maze...
  8. Lake Rocky -- The first underwater level, this is a good place to get used to the Sea Fox's controls. (Betcha didn't know the Remote Robot was the Sea Fox all along, didja?)
  9. Lake Crystal -- You play salmon in this battle against the raging current from a waterfall. The only way you'll make it over the cliffs is with the Extra Speed attachment.
  10. Polly Mountain 2 -- It's back to Polly Mountain, only this time you're exploring the inside. The Night Vision goggles are a necessity, and remember...when you find yourself stuck under a bridge, use the Remote Bomb (I was stuck on that damn puzzle for three months...).
  11. Coco Island -- There's more to this unusual island than meets the eye...
  12. Battle Fortress 1 -- The Sea Fox takes to the air in this dogfight. All you'll really need are adequate horizontal shooter skills.
  13. Battle Fortress 2 -- All of Tails' learned abilities will be put to the test in the final battle inside the Bird Army aircraft. Pack along the Triple Bomb, the Remote Bomb, the Remote Robot, and the Wrench.

     

Information

Debut:
November, 1995 (Tails Adventure)

Players:
1

Publisher:
SEGA

Developer:
Sega of Japan

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Codes & Cheats

All Chaos Emeralds
Enter this PW to have access to all the Chaos Emeralds!

a767
aa3a
58a6
ed16


All Maps Unlocked and All Items Gained
To have all the spaces on the map opened with all the items, go to the password screen and enter:

ADE7
AA2A
51A6
6D12


Invincibility
When you get the helmet, press Up, Up, Left, Left, Left, Left, 2, 1. If you did it right you'll be wearing the helmet and are now invincible.

Passwords
Level   Password
2       D2D1 D4D4 AE11 D6E1
4       E721 DC70 BC90 D64F
*       AF25 6828 5DB4 7C00
* All Levels open except "Battle Fortress" 

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Music

(None Available)
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Pictures

#1
#2
www.thefloatingisland.com