Neoseeker : Go Go Ackman FAQs : Go Go Ackman FAQ/Walkthrough

Go Go Ackman FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: Go Go Ackman
  • Console: GameBoy
  • File Type: Formatted FAQ
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 10:42 PM 6/21/2014
  • File Size: 15 KB



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Introduction

Welcome to yet another of my recent GameBoy FAQs - that has to make like, 10 in the past month or something. >_> In any case, this FAQ covers Go Go Ackman, a little known game, and for a pretty good reason. It plays a lot like Pac-Man. I'm not saying that Pac-Man is bad or anything, but it's like Banpresto essentially just ripped off Pac-Man's formula, fiddled with it by making levels more variable and more ... open, I guess you could say, and essentially little else. Then again, I've yet to find a game that we'd find "famous" by Banpresto in the States. Not that they're bad, either. Just ... ugh, never mind.

It's been almost twenty years since this game's launch by Banpresto in 1995. And since then, not a single FAQ has been written for it. Well, there's always a first time for everything, no? Ever since the start of the GB FAQ Completion Project on GameFAQs several years ago - a project designed to get a guide out for every single GB game out there - many people have now been helped because older, rarer, less popular games have gotten guides.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Basics of the Game

Game Controls

Button Resultant Effects
D-Pad Move around.
A Button Attack enemies.
B Button None.
Start Button Pause/unpause gameplay.
Select Button None.


Gameplay Overview

When you are at the title screen, you can press Left or Right on the D-Pad to change the difficulty level from one to four stars. As this changes, so will the time required to complete levels: more stars means tougher levels due to a higher restriction on time. The section Level Stats will explain this a bit more.

To be honest, Go Go Ackman is a pretty simple game. Throughout each level, you will find a number of small fireballs, scattered all throughout the level. Within the time given, you are supposed to collect every single one of them, much like in the arcade game Pac-Man (albeit a more open version of it). That's pretty simple, right?

The primary impediment throughout the levels are the ... pretty much everything that moves that isn't you. Most would call them "enemies". Unlike Pac-Man, being hit by them doesn't truly hurt you (usually); in fact, the only way to die is to run out of time. However, these enemies will stun you briefly and also cause you to lose half of your current fireball total in single-star difficulty playthroughs, and all of them in higher difficulties. These fireballs won't need to be reobtained; however, I don't know if there is a point to or to not having any. =/ However, if you don't have any fireballs, then you will die and have a game over, as if time had run out, so do not be idle!

To defeat most of the enemies - thus removing this problem - you can use the A Button to punch them as they get close. Most of the enemies will then die upon being hit. A few - such as the one that the main antagonist becomes after the clock hits 60 seconds remaining - will not be able to be defeated. However, when they're flashing, you can still go through them without harm to yourself.

When you run out of time, you will simply be given a "CONTINUE" screen. If you opt to not continue, and your score is above 30,000 points (at least initially), you will arrive at the screen for the top 5 scores, where you can place your name. (Scores will only go as high as 655,350, but you usually won't hit more than 150,000 when playing through fully.)

Each level will also contain a number of power-ups (red, square tiles), with effects that can be easily determined by their icons:


  • Fireball: This one gets you 50 fireballs. However, you don't need to collect these to finish the level.
  • Clock: Time stops momentarily.
  • Bat: The bat behind you flies around in a few circles to collect many of the fireballs on-screen.
  • Your Face: Turns you invulnerable momentarily.

When you collect all of the fireballs, thus finishing the level, you will gain 10 additional points per second remaining on the clock. If you finish and you've collected all of the fireballs, without being hit once, your playthrough of the level will be designated as "PERFECT" and you will be given a whopping 1,000-point bonus. (Keep in mind fireballs themselves are only 10 points each.)

There are twenty stages in all, divided amongst five worlds of four levels each. After beating all of them, you will see an ending (which differs depending on the difficulty: there's no ending for one-star difficulty), then simply loop through the stages again and again until you end up running out of time on a single level. The difference in the second-on playthroughs is that, depending on your initial difficulty, you will be playing on a difficulty one-star harder. * becomes **, ** becomes ***, and so on. If you end up beating Stage 5-4 on a four-star difficulty, you will automatically go to the Top-5 screen, as if you had lost the game, for there is no more beyond that point.

I think that's about it, though. In summation, the goal is to collect all of the fireballs to advance to the next level; there are no penalties for being hit by enemies, although you will lose half of your fireball count. You will die when time runs out, automatically giving you a game over (as you only have one life), but you can opt to continue from the same level. Your score will also reset to 000,000 at that time.

The main reason there isn't a level-by-level walkthrough for this game is that the game is quite simple and easy, and there's no easy way to navigate you through all of the enemy swarms (as they do move) or to account for you being slower/faster than me (which would have some consequences in the whole under-60-seconds interval). Not to mention that it's just "collect the fireballs and go". The levels will increase in difficulty as time goes on, however. This includes increased numbers of enemies, larger areas that take longer to go through, and higher numbers of fireballs to collect.



General Tips

  • The Clock Power-Ups: Use these every chance you get, for the most part. Their ability to stop the clock is exceptionally helpful in higher difficulties; in fact, those hardest of the levels will be pretty much impossible without this. In easier difficulties, with less of a stress on going quick, I prefer to use those when time's about to hit 60 seconds. This way, I can avoid the super-hard enemy that will appear then.

  • Don't ever stop moving! Especially in later levels (this often happens in the 5th set of them), you'll find that enemies will like to rush you at the very beginning of the level. With zero fireballs on you, that's instant death and the loss of your score thus far. That can be quite annoying! If you keep moving, you lessen the chances of this happening greatly, since the enemies in this game are relatively unable to turn on a dime.

  • Collect every fireball you can reach! This mostly comes in with the next tip, but if you see a fireball, and you can reach it, it's better to grab it now and not have to worry about forgetting it later. Or...

  • Keep a memory of where the fireballs are! In later levels especially, the fireballs like to appear at the ends of alcoves and can be, at least initially, unreachable to you until you walk around the wall or something to get to them. Don't forget them just because they're initially unreachable! You need to collect every fireball in the level, and the panels you grab don't count towards that. Some levels have obscene amounts of fireballs per the time given - for example, four-star Stage 5-4 makes you collect 330 of them in 180 seconds, which is close to an average of 2 per second, meaning that forgetting at those high levels can be the very thing that kills you.

  • Most importantly, start small and make baby steps! I don't care how good you are at this game. Starting at the initial, one-star difficulty will allow you to get used to the gameplay and allow you to get used to the levels. This familiarity will help you in later playthroughs when you need to beat levels obscenely fast, as you will know where to go first or how to go through the level or what power-ups are absolutely necessary. Not to mention that practice makes perfect!


Level Stats

While a level walkthrough is not necessarily possible, I can at least give you the stats on the levels. These will mostly be the time requirements for each difficulty level and the amount of fireballs in each level (disregarding the 50-fireball power-ups). This can be helpful because each fireball accounts for 10 points each, and thus you can now know how many fireballs remain in the level by doing some simple math. (Subtract your current and initial scores and divide by 10 for how many fireballs you have gotten. Subtract that from these numbers to know how many remain.)


Stage Fireballs Time (*) Time (**) Time (***) Time (****)
Stage 1-1 60 120 sec. 100 sec. 85 sec. 70 sec.
Stage 1-2 70 120 sec. 100 sec. 90 sec. 70 sec.
Stage 1-3 80 130 sec. 110 sec. 90 sec. 70 sec.
Stage 1-4 90 130 sec. 120 sec. 95 sec. 80 sec.
Stage 2-1 100 170 sec. 140 sec. 120 sec. 100 sec.
Stage 2-2 120 170 sec. 130 sec. 110 sec. 90 sec.
Stage 2-3 130 180 sec. 140 sec. 120 sec. 100 sec.
Stage 2-4 200 200 sec. 180 sec. 150 sec. 130 sec.
Stage 3-1 200 250 sec. 220 sec. 200 sec. 180 sec.
Stage 3-2 200 250 sec. 220 sec. 200 sec. 180 sec.
Stage 3-3 200 260 sec. 240 sec. 220 sec. 200 sec.
Stage 3-4 200 160 sec. 140 sec. 120 sec. 100 sec.
Stage 4-1 250 220 sec. 200 sec. 180 sec. 160 sec.
Stage 4-2 200 200 sec. 180 sec. 150 sec. 130 sec.
Stage 4-3 250 220 sec. 200 sec. 180 sec. 150 sec.
Stage 4-4 300 250 sec. 230 sec. 200 sec. 180 sec.
Stage 5-1 130 220 sec. 200 sec. 180 sec. 150 sec.
Stage 5-2 60 240 sec. 200 sec. 180 sec. 150 sec.
Stage 5-3 300 220 sec. 200 sec. 180 sec. 150 sec.
Stage 5-4 330 250 sec. 230 sec. 200 sec. 180 sec.




Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • Final:
    • First and probably only version.
    • Time: 10:41 PM 6/21/2014




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

ゥ 2014 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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This is the end of KeyBlade999's Go Go Ackman (GB) FAQ.

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