Walkthrough PC

                                    GLOVER
                                FOR NINTENDO 64
                                  WALKTHROUGH

Created November 17, 1999
by Greg Moriarty ([email protected])
Version 1

                               TABLE OF CONTENTS
1. Description
2. Mini-FAQ
3. Walkthrough
4. Codes
5. Legal notice

                                  DESCRIPTION

In the game of Glover, you play the role of a wizard's magical glove. The story 
goes that the wizard is mixing potions one day when an accident occurs. The 
potion causes an explosion. One of his magical gloves is thrown out the window 
while the other falls into the potion and is transformed into an evil glove 
named Cross-stitch. The explosion also causes the kingdom's six magic crystals 
to fall from their towers. The good glove, named Glover, quickly transforms 
these crystals as they fall into rubber balls. These six balls bounce to far 
away locations throughout the kingdom.

You must rescue all six crystals in six different realms of the kingdom: 
Atlantis, Carnival, Pirates, Prehistoric, Fortress Of Fear, and Out Of This 
World. Each realm has three regular levels, a boss level, and a bonus level that 
only opens when you collect all garibs in the three regular levels. Once you do 
so, the wizard, who has been transformed into a water fountain at the bottom of 
the castle, will be rescued and order will be restored to the kingdom.

This game is extremely easy and straightforward. Few levels present difficult 
puzzles and extra lives are more than plentiful. It is almost undeserving of a 
walkthrough, but I made one nonetheless. I'm guessing that if you downloaded 
this walkthrough, it is because you either cannot figure out how to kill a boss, 
or cannot finish a bonus level, or cannot find all the garibs in a certain 
level, or wish to know the secret codes.

                                   MINI-FAQ

Q. Can you kill the shark?
A. No. You can only stun it.

Q. What happens if I eat a bug when playing as Froggy?
A. You get an extra life!

Q. What happens if you solve all levels, including the bonus level?
A. Nothing. There is no Yoshi awaiting you as in Super Mario 64. The final 
screen before the credits will simply say "Congratulations!" with no "But you 
missed..." after it.

Q. How long are those credits anyway?!
A. Yes, Glover might have the dubious honor of being the game with the longest 
credits in the history of video games. I timed it at eleven and a half minutes. 
They thank everyone from the company's website support person to those that 
contributed one line of code. If you like watching the Academy Awards, you'll 
love this ending!

Q. Is there anything worthwhile at the end of the credits?
A. No. Don't bother waiting for the end.

                                  WALKTHROUGH

In this walkthrough, I have provided a description of how to complete each level 
and the locations of all the garibs. However, I may have skipped some extra 
lives. Garibs are enumerated in parenthesis followed by a dollar sign, e.g. 
(5$).

Atlantis Realm
Level One (50 garibs)
Start off by going to the far corner of the waterfall to get an extra life. 
Then, grab your ball and collect the nine (9$) garibs near the shark. Beyond 
this is a pool of water surrounded by five (5$) garibs. On the floating 
platforms are eight (8$) garibs. Beyond the pool is a black and white checkered 
floor. Two (2$) garibs are visible. Two (2$) more are underneath the boxes (fist 
slam to break them) and one (1$) can be gotten from killing the bull. To the 
left of the checkered floor is a column. Jump against this several times to 
knock it over. This will reveal three (3$) garibs and an extra life. Bounce or 
throw the ball through the save point, and collect the twelve (12$) garibs on 
the second set of floating platforms. Once on the other side of the second pool, 
fist slam the star button to open the doors to the exit. Two (2$) garibs are on 
each step, while the final six (6$) are on the top platform. Double jump to get 
these. Finally, jump on top of the archway and double jump to get the third 
extra life. Then exit.

Level Two (60 garibs)
Break the boxes next to the pool of water. This will empty the pool and raise a 
platform. Before jumping on it, break the vases next to the shark to collect two 
(2$) garibs. Between the four columns in the wall, you will see a cracked wall. 
Transform the rubber ball into a bowling ball and slap it against the wall. This 
will reveal a secret room with a pyramid. Nine (9$) garibs surround the pyramid, 
with one (1$) on top of it. Exit the room and return to the elevator platform. 
Maneuver Glover and the ball on to it. Once at the top, collect the three (3$) 
visible garibs. Break the vase for a fourth (1$) and kill the purple enemies for 
three more (3$). Behind the wall are five (5$) garibs and on the brown roof 
above are five (5$) more. Bounce the ball through the save point. Before going 
onto the orange and green checkered floor, walk around to the left to find four 
(4$) hidden garibs. Return to the checkered floor to get ten (10$) visible 
garibs and three (3$) by killing the three bulls. Beyond the checkered floor is 
a pool. Have Glover cross this and fist slam the star button. Return to the 
newly emptied pool and put the ball onto the target button. This will open the 
door to the exit. Bounce the ball through the save point. On the narrow ledge 
are five (5$) garibs. Below it are two (2$) more. Find the red potion to make 
Glover big and strong. This will allow you to move the ledge with the arrows on 
it. Move it all the way towards the exit. Before exiting, you will need to get 
the seven (7$) final garibs on the blue area above the arch. To get up there, 
position the ball near the star button. Have Glover stand on top of the ball, 
jump, and then fist slam. This will give you the height needed to reach the top 
of the arch. Once you get these final garibs, exit.

Level Three (80 garibs)
As you start out in this level, there will be an island to the left with eight 
(8$) garibs. On the sand bar are four (4$) garibs, and a fifth (1$) can be 
gotten by killing the purple enemy. Before climbing the stairs, enter the water 
and go through the tunnel. Turn right and walk around the fortress wall. A 
purple enemy will give you one (1$) garib. Beyond it is a water fall with four 
(4$) garibs behind it and an extra life. Three (3$) more are just a little ways 
further. Return to the tunnel and this time go to the left. Follow the fortress 
wall to find four (4$) garibs. Now, return to the stairs. On the stairs are five 
(5$) garibs and a save point awaits you at the top. Release the ball and follow 
the arrow to the left. Beyond the spikes in the ground are four (4$) purple 
enemies and a speed potion. Consume the potion and quickly run back to your 
ball. Follow the new arrow and cross the rapidly flowing water. Once on the 
other side, you can relax and wait for the potion to wear off. Continue along 
this ledge and cross the stream to the target button. Place the ball on top of 
it to start the plus shaped obstacle rotating. Return in the direction you came 
from. Below the rapidly flowing water is a ledge with six (6$) garibs on it. 
Grab these and then return to the plus shaped obstacle. Jump onto it to get to 
the other side. In the tunnel beyond are five (5$) visible garibs, three (3$) 
purple enemies, and a second save point. In the pool with the fish in it are 
nine (9$) garibs. Beyond this are some stairs and a shark walking on a black and 
white checkered floor. Before walking onto this floor, go to the left around the 
fortress wall. Eight (8$) garibs are around the corner. Return to the shark and 
this time take your ball and go to the right. Place the ball on the target 
button around the corner. This will eject some platforms below you. Jump on them 
to the alcove below where you will find five (5$) garibs and two (2$) purple 
enemies. Also in the alcove is a black monolith (perhaps an homage to the movie 
2001: A Space Odyssey?). Behind the monolith is an extra life. Jump into the 
monolith to be transported to a secret room. In this secret room, fist slam the 
star button to reveal another extra life. Grab the sticky feet potion and climb 
to walls to the ceiling to grab eight (8$) garibs. Return to the checkered 
floor. Cross it and climb aboard the fish hot-air balloon to exit the level.

Boss Level
At the top of the screen is the boss power meter. You will need to hit the blue 
fish three times, the red crab once, and the orange fish once. Start off by 
transforming the ball into the bowling ball. Slap the bowling ball against the 
blue fish three times to kill it. Then, slap it against the crab once to kill 
it. The flying orange fish will remain. When it slams the ground, avoid the 
shock wave and fist slam it to finish the boss. Grab your ball and exit via the 
newly revealed target spot. Take the ball to the fountain under the castle and 
it will transform into a crystal and take its place in one of the six 
receptacles.

Bonus Level (25 garibs)
This is certainly the most difficult level in the entire game. I once concluded 
it was impossible and gave up on it. However, after finishing every other level 
in the game, I returned to it and spent a considerable amount of time trying to 
solve it (on the order of 50-100 attempts). Eventually, I developed a technique 
that allows me to solve it at will. However, even after developing the 
technique, it is still a very annoying level to solve. If you become frustrated 
at all with it, I suggest you don't bother and move on. Finishing all levels in 
the game, after you have rescued the wizard, will grant you no additional bonus.
 
There are no secrets to solving this level. It is all in the technique. Continue 
reading for valuable advice.

In this level, you are a frog. You have six minutes to collect twenty-five 
garibs grouped in sets of five. However, time is the least of your concerns. 
What makes this level so difficult is that it is VERY unforgiving. One wrong 
jump will land you in the water and you'll have to start over.

To begin with, learn your moves. The A button gives you a long jump, while the B 
button gives you a short hop. The Z button will be very valuable as it releases 
your rather lengthy tongue that will be used to gather garibs as you pass by 
them.

You will start off by going to the left. Whenever you jump on a lily pad, it 
will begin to sink in a matter of a second or two. Thus, NEVER remain still on a 
lily pad for longer than a second! As soon as you see it sinking, it may be too 
late to jump off of it. The logs, fortunately, do not sink, and you can remain 
on them as long as you wish. For this reason, stay off the lily pads and on the 
logs as much as you can. In fact, THE LILY PADS SHOULD REALLY ONLY BE USED TO 
ADVANCE FROM ONE SET OF LOGS TO THE NEXT. In addition, always jump onto the last 
pad. You will need to jump forward onto the front pads as each one sinks.

Anytime you jump onto a lily pad or log or a safe point, CENTER YOURSELF by 
short hopping. I cannot stress this enough: ONLY use the A button to jump from 
one pad to another, or from a pad to a log, or any object to any other object. 
Once on an object, move around by using B. The exception to this rule may be the 
logs, where you can hop up or down it with A. But, even here, you'll want to use 
B to get yourself close to the edge to jump from one log to the other.

The garibs alternate. There are five (5$) on the left, followed by a safe point. 
Then there are five (5$) on the right, followed by a safe point. Five (5$) more 
are on the left, followed by a safe point. You will then have to backtrack on a 
log from this fourth safepoint to get the fourth set (5$) of garibs. Along the 
way to the fifth safepoint, you will see the exit that you will have to return 
to. Once at the fifth safepoint, you will receive an extra life. The five (5$) 
remaining garibs are nearby.

Carnival Ream
Level One (65 garibs)
Find your ball, killing the red enemy (1$) along the way. Go to the red target 
on the wall and throw the ball against it. This will reverse the direction of 
the moving sidewalk. Climb the sidewalk to the top, where you will find four 
(4$) garibs. Release the ball and do a cartwheel through the bars. Fist slam the 
star button to lower the bars. Immediately to the left past the two tents is a 
yellow ramp that leads to an extra life. Continue on and you will find eight 
(8$) garibs and a save point. Go up the green ramp. Jump against the purple 
bridge several times to cause it to fall. Cross the bridge and go up to the 
trampoline. Bounce the ball and then throw it onto the middle platform. Have 
Glover jump onto the platform as well and use the save point. Place the ball 
onto the target button to open a door. Return to the trampoline. Release the 
ball and have Glover jump onto the right platform. Fist slam the star button. 
This will open a second door. Return to the trampoline and take the ball and 
Glover to the third platform on the left. Fist slam the star button to open the 
blue and white door. Go down the slide collecting eight (8$) garibs as you go. 
Once at the bottom, get onto the elevator to take you back to the first save 
point. Go through the opened blue and white door. On the other side, ride the 
elevator, and climb the long and winding green ramp. Use the save point near the 
top. Place the ball on the red target and have Glover go by himself onto the 
moving platform. At the other end will be a whack-a-mole game with eight (8$) 
red enemies popping in and out of eight holes. Fist slam each one as the come 
up. A star button will then appear. Use it and return to your ball. Go back down 
the green ramp and descend the pink stairs. At the bottom is a plinko game. 
Transform the ball into the ball bearing and place it on the red target. Fist 
slam the stop button. This will activate the magnet. When the magnet reaches the 
top, you will need to use the left and right buttons to move the magnet back and 
forth. Pound the stop button a second time to release the ball. There are four 
exit points in the plinko game. You will need to play the game several times to 
pass all four exits. The right three give you three garibs each for a total of 
nine (9$). The left-most exit gives you two (2$) garibs and an extra life. In 
addition, it will reveal a star button. Use it. Walk around the carnival grounds 
to find seven (7$) free garibs. Go to the slot machine. Using the check mark 
buttons and the Go button, spin the slots until you get three crowns. This will 
grant you a potion to make Glover big and strong. Go to the strong man contest. 
Throw the ball bearing onto the hammer and then go get the potion. Fist slam the 
star button to get four (4$) garibs and an extra life. Now go find Dennis (the 
blue bouncy blob guy). Jump onto him and ride him around. To jump high, hold 
down the A button. Next to Mr. Tip there are shadows of four (4$) garibs. Jump 
high to reach them. Go back to the slot machine and spin it until you get three 
garibs pictures. This will reveal ten (10$) garibs for you to collect. Do not 
spin the slots to get the question mark. This will reveal a bee enemy. Now fist 
slam the star button next to the slot machine. This will open the top to the 
rocket. Climb the ramp and exit the level.
 
Level Two (80 garibs)
As you start off this level, grab the single (1$) garib behind the tent. There 
is also an extra life on top of it. Then walk on the yellow and orange checkered 
platform to get ten (10$) garibs. Kill the red enemy (1$) and collect the four 
(4$) garibs nearby. Slam the star button to summon the carriage. Place the ball 
in the back seat and have Glover get in the front. You will be whisked away to a 
platform with a save point, a red enemy (1$) and four (4$) free garibs. Jump 
onto the blue rotating flower. Four (4$) garibs are near the center. Jump over 
the hole in the center if you want the extra life. After the rotating flower are 
a half-pipe and a save point. Right before the clown face, you will notice the 
shadows of four garibs (you may need to zoom in with the C up button to see the 
shadows). Remember this spot; you will need to return here later. Transform the 
ball into the bowling ball and grab the star shaped potion. Slap the ball into 
the clown's teeth to break them. Walk through the mouth. Stop on the checkered 
platform and wait for the potion to wear off. Slap the bowling ball into the 
water. When it sinks to the bottom, it will be transported to another place. 
Jump onto the rotating teacups and collect the six (6$) garibs. Then, jump into 
the water and be transported. Kill the two (2$) red enemies and follow the 
arrow. Slip your way down the three pivoted checkered platforms collecting the 
six (6$) garibs along the way. Once at the bottom, step on the blue and light 
blue rotating disk and collect the eight (8$) garibs positioned around it. In 
the middle is a Ferris wheel. Climb on it. At the top you will be sucked into a 
transparent tube and hit a save point. Twelve (12$) garibs are nearby. Place the 
ball on the target button to stop the fan. Slip your way down the three red 
pivoted platforms collecting the six (6$) garibs along the way. Go to the fan 
and use the save point. Slab the rubber ball into the water and jump in. Eight 
(8$) garibs are at the bottom as well as a helicopter potion. (Two garibs are 
superimposed on one another, so it looks as if there are only seven.) Use it and 
quickly fly back to the clown's face to collect the four (4$) garibs and an 
extra life high up in the air. Return to the pool. The floating elephant will 
have consumed your ball by now. Grab the helicopter potion again and follow the 
arrow to the hovering platform with the bee on it, collecting the three (3$) 
garibs along the way. Grab the frog potion and transform the bee into a frog. 
When the elephant is safely above the platform, transform it as well and your 
ball will be released. Go down the blue striped slide to the exit.

Level Three (80 garibs)
Start this level by jumping onto Dennis. Before jumping over the wall, turn 
around. There is a platform hovering off in the distance. Gain some height with 
the blue guy and jump over to this platform for four (4$) garibs and three extra 
lives. Return to the beginning and jump onto the tent to the left of the 
revolving door. In the air above are three (3$) garibs and another extra life. 
Jump off the tent to the area beyond. Kill the two (2$) red enemies and pound 
the star button to activate the revolving door. Retrieve your ball and go up the 
green ramp. Collect three (3$) garibs and pass the save point. Work your way 
past the swinging ships and onto the blue platform. Go down the slide collecting 
thirteen (13$) garibs and two extra lives on the way. At the bottom is a pool of 
water with eight (8$) garibs around it and a save point. Work your way past the 
black and white checkered seesaw (don't worry, you won't slide off it as it 
pivots). After this is a funnel with nine (9$) garibs in it and an extra life in 
the middle. Fall through the funnel. On the other side of the green wall are 
four (4$) garibs. Past the next wall is a target button. Place the ball on it 
and the blue and white hands will open. Past the final green wall are four (4$) 
more garibs and a swirling teleporter. Walk through it. You will return to the 
newly opened blue and white hands. On the other side is a red enemy (1$) and a 
save point. Beyond this is a merry-go-round inside a blue disc. Three (3$) red 
enemies circle this merry-go-round, and twenty (20$) garibs are on it. On one 
side of the disc are blue and white uneven steps. At the top, you will see the 
shadow of a sticky feet spell. Place the ball on the shadow and have Glover jump 
on top of the ball. First jump and then fist slam. At the top of your jump, 
double jump to reach the spell. Leave the ball and enter the tumblers. As you 
spin around, one extra life awaits you at the top of each tumbler. Retrieve your 
ball and pass the tumblers. Avoid the holes in the blue and white checkered 
floor, gathering the six (6$) garibs as you do. An extra life is above the last 
hole. Exit.

Boss Level
This time you face a giant clown in a circular swirling room. You will need to 
damage the clown three times. Throw the ball against the target on the wall and 
a bomb will come out of the door with the question mark on it. After the clown 
is hurt, another target will appear on the wall. Throw the ball against it again 
and this time a boxing glove will come out of the other question marked door and 
hit the clown. Finally, throw the ball against the blinking red light above the 
door. A piano will fall on the clown killing him for good. Exit the level and 
return the ball to the fountain below the castle.

Bonus Level (20 garibs)
In this bonus level, you command a cannon. You have one and a half minutes to 
hit all the targets. Concentrate on the garibs first, and then knock out the 
targets. Essentially, this is just a button-mashing event, and you should clear 
this with no problem.

Pirates Realm
Level One (70 garibs)
Jump off the plank to get your first four (4$) garibs. If you miss some, don't 
worry; you'll have another opportunity to grab them. As you splash into the 
water below, walk to the other side of the sunken ship to the left. There are 
four (4$) garibs between the ship and the wall. Then walk to the beach and exit 
the water. Turn back towards the water and jump across the floating crates and 
planks to get to the left side of the tall building you jumped off of. Your ball 
is there as well as a star button. Slam the button. Jump back into the water and 
walk on top of the ball toward the sunken ship. Place the ball on the target 
switch. At this point, if you missed any of the garibs at the beginning, you can 
use the newly activated elevator to get to the top of the building. Go to the 
beach again, and this time enter the other side of the beach. There is an extra 
life under the plank leading into the water if you want it. On the opposite side 
of the water is a raised platform with eight (8$) garibs and a yellow enemy 
(1$). Throw the ball against the target switch on the wall to open a treasure 
chest underwater. Transform the ball into the ball bearing, so it will sink, and 
enter the water. Grab the extra life in the treasure chest. Walk counter-
clockwise around the island and kill the crab (1$). Follow the sign to the jet 
stream. Get as near to the wall as possible and enter the stream so that the 
ball will pass over the target switch. This reveals another target switch by the 
other jet stream on the opposite side of the treasure chest. Go to it and 
activate this switch too. This second switch activates a waterspout on the 
island. Go to the island and ride this spout. On the platform at the top is a 
save point. Beyond are two set of four garibs (8$). At the lighthouse, walk to 
the left behind the house. There are six (6$) garibs hidden behind it. Go back 
to the lighthouse and break down the door with the bowling ball to get an extra 
life. Kill the crab (1$) and yellow enemy (1$) patrolling the corner. If you 
wish to kill the annoying treasure chest enemy, you can do so by using Swish 
(the walking sword). See Mr. Tip for help. At the back of the lighthouse is a 
target switch. Throw the ball against it and steps will pop out of the 
lighthouse. Put the ball in a safe place and climb these steps. Six (6$) garibs 
are on the steps. At the top of the lighthouse is a star button. Slam it. 
Descend the lighthouse and jump onto the swinging boats. There are five (5$) 
garibs on the first and four (4$) on the second. After the ships is a slanted 
path. Avoid the spikes while grabbing the four (4$) garibs and passing the save 
point. When you reach the crates, break them and all the others beyond for seven 
(7$) garibs. There are also four (4$) free garibs behind the house. Under one of 
the crates you break is a target switch. Place the ball on it. Go down the ramp, 
collecting six (6$) garibs as you go. At the bottom is a swinging ship and the 
exit.

Level Two (60 garibs)
Take the elevator up. Next to the hut are three (3$) garibs and an extra life is 
behind it. Kill the yellow enemy (1$) and take the next elevator up. Kill the 
crab (1$) and work snake your way around the tree. At the split, there are four 
(4$) garibs on a falling platform on the left fork. A save point is directly 
past this. Work your way past the slicing swords until you reach another hut. An 
extra life is behind this one as well. Past the hut are four sets of three 
garibs (12$) on falling platforms. Keep going and you'll pass a save point. On 
the steps directly beyond are four (4$) garibs. At the bottom is a moving 
sidewalk with a yellow enemy (1$) on it. After this are three elevators with 
three garibs on each (9$). At the pool, grab the extra life behind the hut, 
transform the ball into something sinkable, and activate the target switch at 
the bottom of the pool. Exit the pool and to the left is a yellow enemy (1$). 
Continue down this path and jump onto a revolving platform to reach the star 
button. Slam the button, kill the yellow enemy (1$), and grab the four (4$) 
garibs. Return to the pool and grab the four (4$) garibs by the treasure chest 
enemy. Follow the arrow to the large moving platform. Kill the two yellow 
enemies (2$) and grab the eight (8$) free garibs as you ride this platform. At 
one end is a target switch that you will need to activate to open the exit door. 
A crab (1$) protects this switch. Before you exit, there are four (4$) more 
garibs.

Level Three (80 garibs)
Jump over the two rolling barrels, grabbing the four (4$) garibs as you do. When 
you reach the green patch, take the elevator down and take the two (2$) garibs. 
At the bottom of the elevator, jump into the alcove and walk against the back 
wall. This will teleport you to the other side. Grab the sticky feet potion and 
walk the walls to the ceiling. Eight (8$) garibs and an extra life are at the 
top. Return to the green patch and continue to the right. At the top of the 
ramp, you can jump back onto a ledge to get an extra life. Jump over the gap to 
the save point. Fall down to the two (2$) garibs below and back up to the six 
(6$) around the corner. Climb the ramp to the four (4$) garibs in front of the 
house. Cross the bridge and avoid the cannonball enemies. Pound the star switch 
and say goodbye to the cannonballs. Double back and follow the sign down to the 
star switch. Pound it to lower the net under the bridge. Jump onto this net and 
kill the bouncing crab (1$). Grab all sixteen (16$) garibs. On the far end is a 
ledge with an alcove. Enter the alcove to teleport you back to the bridge. Cross 
the bridge again and follow the sign (who changes these?). Four (4$) free garibs 
lead the way to another save point. Follow the sign to the crab (1$) and four 
(4$) free garibs. Take your ball with you and descend the elevator, taking the 
two (2$) garibs as you go. At the bottom, break the gate with the bowling ball 
for an extra life. Descend the ramp to the right. Get on top of the platform 
immediately at the bottom. Have Glover jump on the ball. Jump, fist slam, and 
double jump to get on to the net, grabbing four (4$) garibs as you do so. Once 
on the net, hold down A to gain some height so that you can reach the big and 
strong potion above. Use this potion to move the large crates down below. This 
will reveal a target switch on the wall. Throw the ball against it and return 
back up the elevator. Climb on top of the house and climb the new stairs to the 
other house. Run across the bridge. Four (4$) garibs await you on falling 
planks. Beyond is a save point. Jump across the rolling barrel. Jump against the 
vertical wood slab to cause it to fall. Two (2$) garibs are underneath it. Cross 
the bridge and place the ball on the target switch. This activates an elevator 
back by the rolling log. Take it to the top where a yellow enemy (1$) and four 
(4$) free garibs are. Go to the right. Past the smoking chimneys are three (3$) 
garibs. Three yellow enemies (3$) patrol the steps beyond. On the other side of 
the steps are three (3$) free garibs. Right before the arch, have Glover jump on 
top of the ball. Jump, fist slam, and double jump to reach the top of the arch 
where two (2$) garibs and an extra life are. Cross the bridge and exit.

Boss Level
In this level, you must damage the swinging monkey three times. To do so, you 
must first throw the ball against the monkey while it is swinging. To do this, 
get close to it, bounce the ball, and then hold the B button to hover in the 
air. Aim and release. When you hit the monkey, it will swing all the way around 
the branch really fast until it falls off onto its back on the ground. When it 
is on its back, fist slam its belly to damage it. You will have to do this 
sequence three times. However, each time the monkey is damaged, it will grow 
smaller, so that it becomes more difficult to hit it. Note that if you get too 
close, the swinging monkey will come down off the branch and chase you around. 
Thus, the trick is to get close enough to hit the monkey, but not so close as to 
cause it to come down and chase you. This will be particularly difficult for the 
third and final damage.

The two monkeys running around on the sand are merely there to impede your 
progress. If they grab your ball, simply fist slam the ground next to them to 
knock them out.

When you damage the swinging monkey three times, the treasure chest behind it 
(which looks more like a rock) will open and the exit will appear.

Bonus Level (50 garibs)
In this bonus level, you have three minutes to grab all the garibs, raise the 
water level to the top, and exit. At the bottom of the pool is a jet stream 
pushing water up. This will give you a needed boost to jump onto the barrels. 
Once on a barrel, fist slam it to break it and the water will rise to the next 
barrel. You will definitely want to start off by killing the fish so that it 
doesn't bother you. To do so, you must jump off a barrel and fist slam it.

There isn't too much strategy I can help you with on this level. It is mostly a 
matter of skill and speed. Generally, your primary concern should be with 
raising the water. Only attempt to grab the garibs as you fall or are waiting 
for the water to rise.

When you use the jet stream, you will need to sink a while outside of it. That 
way, you can build up speed and gain some height when you shoot out of the 
water. As you sink, you can also grab any garibs you have missed.

There are eight barrels to smash. At the top, you will have to jump onto your 
ball and grab the remaining garibs that are above the high water mark before 
exiting.

Prehistoric Realm
Level One (80 garibs)
In this level, you explore a snowy wonderland. As you roll your ball on any 
snowy surface, it will gather snow and grow into a large snowball. When your 
ball is covered in snow, it will not bounce and is more difficult to throw. As a 
result, you must constantly bounce your ball to shake off this snow.
 
Start off by killing the brown furry enemy (1$). Collect the three (3$) free 
garibs. Jump up the steps to the three (3$) garibs above and fist slam the ice 
cube to rescue your ball. Jump off of this ledge and break the icicles with the 
bowling ball. On the other side are two (2$) garibs leading down to an icy pond. 
On one island in this pond are five (5$) garibs and on the other are eight (8$). 
Frozen in the ice on one side of the pond are three (3$) garibs. Fist slam to 
break the ice and grab them. On the other side of the pond are three (3$) more. 
Past the pond are some ledges. Underneath them are three (3$) free garibs. Jump 
onto the first ledge for two (2$) more. Avoid the snowballs that occasionally 
pass between the ledges and jump to the second ledge for two (2$) more garibs. 
Once you reach the top, go to the right and slide down the small icy ramp. Three 
(3$) garibs and a save point are at the bottom. Slap the ball back up the ramp. 
To the right of the sign is an alcove covered with ice. Break the ice with the 
bowling ball to get the eight (8$) garibs and the extra life inside. Next, you 
will have to ascend a zigzag trail. This can be very annoying, because if you 
get touched by the snowballs that roll down the path, you will be absorbed by it 
and roll all the way back to the bottom. Anyway, the trick is to move up one 
ramp, bounce the ball (perhaps twice if it has snow on it), and then hold the B 
button to hover in the air at the top of your bounce. Then wait for the snowball 
to pass and quickly go up the next ramp and repeat. After the third resting 
spot, you may wish to run the rest of the way up, since for some reason you 
usually cannot get enough height at the fourth resting spot. When you do 
eventually reach the top, gratefully use the save point and grab the four (4$) 
garibs. Past the save point is a slippery ice bridge. Wait for the snowballs to 
pass and then follow them. Eight (8$) garibs are on this bridge. On the other 
side is a roaring dinosaur protecting six (6$) garibs. The far wall is 
breakable. Slap the bowling ball against it until you discover the secret room 
hiding twelve (12$) garibs and an extra life. Return to the ice barrier and 
break this with the bowling ball as well. Collect the two (2$) garibs, break the 
next ice barrier, and collect two (2$) more before exiting the level.

Level Two (80 garibs)
Follow the arrow down the ramp to five (5$) garibs. Bounce across the lava to 
the roaring dinosaur. Grab the twelve (12$) garibs and continue on. Past the 
lava waterfall is a step leading up to another level. Behind the step are two 
(2$) garibs. Climb the step to the higher level and follow the sign. Right 
before the furry enemy is collapsible wall. Jump against it several times to 
cause it to fall. Five (5$) garibs and an extra life are on the other side. 
Return to the furry enemy and kill it (1$). Descend the ramp with four (4$) 
garibs. Jump past the blue pivoted platforms for the save point. Then work your 
way down the blue platforms gathering five (5$) garibs as you do so. Follow the 
sign past the roaring dinosaur to the target switch. Place the ball on the 
switch and grab the single (1$) garib next to it. Turn around and pass the 
dinosaur again to a second sign. Four (4$) garibs are next to this sign. Jump 
onto the new island in the lava and on to the other side. Five (5$) garibs are 
on the other side. Place the rubber ball next to the wall. Have Glover stand on 
the ball. Then jump, fist slam, and double jump your way to the top. Grab the 
extra life and pound the star button. This will lower the ledge you are standing 
on. Retrieve your ball and place it on the target switch. Return to the second 
sign and follow the new direction it is pointing in. On the large island are 
four (4$) garibs. Once you pass the lava there will be four (4$) garibs 
surrounding a lizard lady. In addition, there is a single (1$) garib in-between 
the two palm trees. A furry guy (1$) circles a save point. On the other side of 
the skull is a single (1$) garib. Beyond this location is a path leading up with 
boulders rolling down it. Avoid the boulders and collect the three sets of three 
garibs (9$) on the path. At the top is a save point. Jump across to where the 
sign is and kill the furry enemy (1$). In the depression beyond are eleven (11$) 
garibs and two extra lives. Avoid the boulders rolling down this depression. On 
the other side are four (4$) free garibs. Follow the narrow path down to the 
exit. Grab the extra life in the alcove before you finish.

Level Three (80 garibs)
Start off by collecting the sixteen (16$) garibs that surround the lounge lizard 
lady. As she chases you, run behind the palm tree with the heart carving in it. 
As she hits this tree, eight (8$) garibs will magically appear as well as an 
extra life. You can also use the death spell if you wish to rid yourself of your 
lizard stalker. Right next to the palm tree are ten (10$) garibs on the border 
of a lava lake. Follow the sign to the star button. Instead of pushing it, take 
the path to the left into the water. Walk in this stream until it U-turns. In 
the wall and under the water is a secret entrance to a room with seven (7$) 
garibs and an extra life. Consume the speed potion and head back to the star 
button. Pound the button to activate the rotating stone slabs. With your ball, 
ascend the ramp to these slabs and work your way past them. As you do so, you 
will collect five (5$) garibs. After the save point is a Stonehenge like 
monument. Kill the two furry enemies (2$). Throw the ball into the liquid 
rectangles on each of the four megaliths. Each time you do so, lightning will 
strike and the stone in the middle will lower. Place the ball on the target 
switch to lower the lava pool. Return to this pool. Taking the ball with you, 
jump up the stairs of pads to the top. You will pick up three (3$) garibs as you 
do so. At the top are a save point and a target switch. Place the ball on the 
switch and return back down to the starting point. To the right is an island in 
another lava pool. Jump onto it and grab the eight (8$) garibs. Pound the star 
button to raise the platforms beyond. Climb these until you hit the save point. 
Kill the furry enemy (1$) that patrols this area and grab the fifteen (15$) 
garibs that are found around the ring. In the middle of this ring is a platform 
that rises and falls. Place the ball on the target switch on the platform to 
activate an elevator. Use this elevator to reach the first ledge which has two 
(2$) garibs and an extra life and the second ledge which has three (3$) garibs. 
At the top floor is the exit.

Boss Level
This is perhaps the easiest of all levels in the game. Your object is to damage 
the dinosaur three times. Simply slap the ball onto the incline. It will gather 
snow as it rolls and damage the dinosaur when it reaches the bottom. Whether you 
miss or hit the dinosaur, your ball will be magically returned to you at the 
top. Avoid the fireballs the dinosaur spits at you and avoid sliding down the 
hill yourself at all costs.

Bonus Level (60 garibs)
In this bonus level, you control the rubber ball. You have one minute to collect 
all the garibs you can while staying ahead of the wall of lava. There are no 
secrets or strategy to employ. Simply try the level several times and memorize 
the path. At the very beginning, start by pushing directly down on the joystick 
since the first two garibs are in the air and you'll need to be bouncing when 
you reach them. Of course, ignore the extra lives. There will be two obstacles 
to jump over and a few lava pools to avoid, but in general this level is 
relatively easy to solve.

Fortress Of Fear Realm
Level One (60 garibs)
The ball is on the ledge to the left of you. Retrieve it and grab the first four 
(4$) garibs in-between the streams of electricity. Place the ball in-between the 
two streams and stand on top of it. Jump, fist slam, and double jump to reach 
the top level. One (1$) garib and an extra life are hidden up there. Jump back 
down and continue across the bridge. Turn right and descend the ramp. Jump to 
the platform below which has four (4$) garibs on it. To get back up, stand on 
the ball, jump, and fist slam. Then consume to star potion to summon your ball. 
Go back up the right and cross the bridge with the three (3$) garibs on it. By 
the star button are two (2$) garibs. Pound the button to raise two coffin 
elevators. Jump across them, collecting the six (6$) garibs in the air above the 
second coffin. Past the second coffin is a save point. Jump across the third 
coffin and grab the three (3$) garibs. Consume the helicopter potion and fly 
directly up. On the floating platform are four (4$) garibs and two extra lives. 
Consume the helicopter potion here to get safely back down to the ground. Climb 
the ramp. Avoid the walking shoes and get the six (6$) garibs. As you turn 
right, there is a potion to transform your ball into a beach ball. The beach 
ball bounces really high and floats slowly back down. Use it to get the five 
(5$) garibs that are in the air. Past these is a foggy area with a green enemy 
(1$). Eight (8$) garibs form a circle on the ground. On the near ledge are three 
(3$) garibs and three (3$) more are on the far ledge. One target switch can be 
found on the wall on each side of the door. Throw the ball against both to lower 
the door. Once you pass through the door, use the save point to the left. To the 
right, there is a vertical wood plank. Jump against it to tip it over. Collect 
the five (5$) garibs as you cross this bridge. On the other side is some 
pipework. To the far right is a building with a ledge around it. Walk around the 
building to grab a single garib on opposite sides (2$) and an extra life. Return 
to the pipework. Next to the three enemies with maces are three blocks. Push 
each one into the gap between the pipes. You may wish to knock the enemies out 
before pushing the block. After all three blocks are in place, lightning will 
strike the sarcophagus, revealing a star button. Pound this button to lower the 
drawbridge. Cross the drawbridge to the exit.

Level Two (60 garibs)
The first five (5$) garibs are against the wall. Next to the door is something 
that looks like a stained glass window. Get on the left side of it and push it 
towards the door. This will reveal a target switch on the wall. Throw the ball 
against it. Seven (7$) garibs and an extra life will fall from the sky. Next, 
stand on the ball and double jump your way up to the ledge. Five (5$) garibs are 
on it. If you walk around the top of the wall, there is an extra life as well. 
Jump back down to the floor. Avoid the swinging blade and exit this room. In the 
next room are tiles that fall when you stand on them. Quickly move around the 
room collecting all six (6$) garibs and the extra life. After you exit this room 
there is a save point. Jump across the swinging platforms and gather the three 
(3$) garibs. On the other side of the swinging platforms are two sets of five 
garibs (10$). Release the ball and continue on, avoiding the spikes. You will 
encounter a jumping stick of dynamite. When you hear him start to hiss, find a 
safe location, duck, and wait for him to explode. Then take the five (5$) garibs 
organized in a circle. Jump up onto the ledge directly above and pass Mr. Tip to 
two (2$) garibs and an extra life. Jump back down and get the three (3$) garibs 
on the other side of the carpet. To the right of the gate is a small hole in the 
wall. Have Glover jump through this hole to the other side. Push the large lever 
you find on the other side to raise the gate. Retrieve your ball and use the 
save point next to the lever. In the adjacent room is an object with two 
electrified trapezoids revolving around it. Avoid the electric streams and 
gather the ten (10$) garibs. Kill the green enemy (1$) on the other side. Bounce 
your way past the moving platforms to the final platform. Grab the three (3$) 
free garibs. Then fist slam the mummy. This will knock it on its back. Then, 
fist slam it again to kill it. The gate will open and allow you to exit.

Level Three (70 garibs)
Start off by jumping across the gap. Ascend the ramps and collect the two (2$) 
garibs on the falling triangle. Collect three (3$) more on the wooden platform. 
Collect another three (3$) underneath the guillotine. Beyond this is a block 
revolving around an electrified centerpiece. Avoid the electric stream and grab 
the eight (8$) garibs. Kill the green enemy for one (1$) more. On the other side 
are two green enemies (2$) guarding two (2$) free garibs. Immediately beyond 
this is a save point. Continue on until you come upon two sliding coffins. Four 
(4$) garibs are above the first coffin. On the other side of the coffins are ten 
(10$) garibs surrounding a square hole. Past this is a save point. If you really 
want the extra life in the middle of the spikes, release the ball and have 
Glover sacrifice a heart to get it. Continue to the left, past the swinging 
platform and up the ramp. Grab the two (2$) garibs in front of the gate and 
release the ball. Return back down the ramp and across the swinging platform. 
Grab the four (4$) garibs and consume the beach ball potion. Quickly return to 
your ball. Bounce the beach ball, and at the top of your jump, throw the ball 
over the gate. The gate will then open for you. Ascend the ramp and jump onto 
the swinging platform, where you can gain four (4$) garibs. Continue on to the 
platform where the cannonball enemy is. On the other side is a sliding castle 
wall platform. Ride it. Place the ball on the target switch to lower the spikes. 
Return to where the spikes were and touch the dark wall in the alcove. You will 
be teleported. Walk down the path to the save point and five (5$) garibs. Jump 
across the rising and falling coffins to the roof. On one side of the roof are 
three (3$) garibs and on the other are three (3$) more. Jump across the rotating 
wooden wheel to another roof. This roof is a four-sided pyramid. On each side 
are two garibs for a total of eight (8$). Avoid the electric streams and collect 
the garibs. Beyond this is a jaw-like structure that opens and closes. Grab the 
extra life while jumping across this structure. On the other side is another 
roof. Three (3$) garibs are on one side and three (3$) more are on the other. 
Jump down off the roof and run away from the bouncing stick of dynamite. To the 
left of the two rolling barrels is a save point. Past the barrels are three 
spiked death traps. Quickly run past these. At the top of the wooden ramp, you 
can jump onto the walls on each side. Two extra lives are on one wall and three 
are on the other. Two spinning cannonball enemies guard the exit.

Boss Level
This level is fairly easy, once you figure out what you need to do. But it can 
be time consuming, especially the annoying intro! Anyway, your goal is to reach 
the target switch, which is on the ledge high above on the wall against which 
you start. To do so, you must pound each stack to form a stepping stairway. But 
each time you pound a stack down, the stack on the opposite end moves up. You 
also have a Frankenstein inspired monster walking around in the middle. He will 
occasionally electrocute a stack. While a stack is alive with electricity, you 
cannot be on it or else you will be hurt.

To begin, leave the ball safe in a corner. Then jump onto the lowest stack near 
the starting point. Jump your way around to the opposite side. Pound this stack 
twice. Then jump to the stack left of it. Pound it twice. Then jump twice to the 
right. Pound this stack twice. Jump left and pound twice. You should now have a 
nice stepping stairway to climb. Grab your ball, and go to the lowest stack (the 
last one you pounded). Work your way around the left side by bouncing your ball 
from one stack to another. When you place the ball on the switch, electricity 
will arc out of every stack, killing the monster.

If you ever mess up, you can also reset all stacks by pounding the star on the 
ground.

Bonus Level (56 garibs)
In this bonus level, you control the rubber ball and must navigate a maze. 
Collect all garibs and exit before your one and a half minutes are up. There is 
no strategy or secrets. You must simply work fast and will probably have to try 
this several times. Work up a pattern if needed. The maze is symmetrical, so 
anything you do on one side, you should immediately repeat on the other.

Out Of This World Realm
Level One (50 garibs)
Start off this level by descending the hill directly in front of you to the neon 
sign. Hidden behind this is a single (1$) garib. Next to the sign is a star 
button. Kill the blue enemy (1$) circling it and slam the button. This will 
activate the jet streams. Patrolling each of the four jet streams is a blue 
enemy to kill (4$). Enter each jet stream and fly to the top for three garibs 
each (12$). Next, follow the signs and ascend the ramp in the sea of green goo. 
Near the top are two (2$) garibs. At the top are a save point and a target 
switch. Place the ball on the switch and a platform will descend. Bounce the 
ball onto this platform and collect the garib (1$) there. Place the ball at the 
center of this rotating platform and stand on it. Jump, fist slam, and double 
jump your way to the second rotating platform. Another garib in on this one 
(1$), as well as the third (1$) and fourth (1$) rotating platform. After the 
fourth platform are some green ledges against the wall. Jump onto these to reach 
the star button. Pound this button and return to your ball. Descend the ramp and 
jump onto the new floating platforms. Jump across them and onto the stairs. At 
the top of the stairs is a target switch. Place the ball on this to summon the 
flying saucer. On the top of the saucer is a window. Fist slam this to smash it 
open and enter the saucer. Inside are sixteen (16$) garibs. Pound the star 
button to launch the rocket that will break open the door to the exit. Exit the 
saucer by touching the red pad. Once outside, collect the ten (10$) garibs 
around the saucer. You may now exit. However, you may wish to explore a secret 
room hidden in the wall to the left of the exit. Jump up onto the green path 
against the wall. Find the spot with the discoloration and break the wall with 
the bowling ball. Behind this wall is a room with hieroglyphics. Fist slam the 
block in the middle of this room to reveal some floating platforms. Jump up on 
these to the top where an extra life is. Back outside, there is also an extra 
life on top of the crashed spaceship.
 
Level Two (50 garibs)
Start off this level by turning around. Follow the path around the corner for 
three (3$) garibs. Return to the starting point and pass the target switch. Kill 
the four blue enemies (4$). Up to the right is a level platform. Climb the slope 
to get up there and grab the single (1$) garib on the platform. Place the ball 
on the target switch. This activates a pair of spiked horizontal crushers. 
Leading down the slope to the crushers are three (3$) garibs. Pass the crushers 
and continue down the blue path. Next is a set of three vertical crushers. 
Carefully pass these and kill the two blue enemies (2$) on the other side. 
Leading up the slope on the right to the arch above the vertical crushers are 
three (3$) garibs. Walk across the arch and collect the three (3$) garibs. At 
the end of this path is a target switch. Place the ball on it to raise a bridge 
across the green goo. Past the switch towards the green goo is another arch. 
Jump and cross this arch to get five (5$) garibs. Return to the area in-between 
the horizontal and vertical crushers. On one side of the canyon is a ledge with 
spiked horizontal pushers. In-between these two pushers are three (3$) garibs. 
Jump on top of the pusher with a flat surface. Jump from this onto the arch over 
the vertical smashers. Take the five (5$) garibs on this arch. Now return to the 
first target switch. Jump up the canyon wall to a narrow ledge. Walk along this 
ledge past the speed potion. Grab the six (6$) garibs on the bridge. Return to 
the speed potion and consume it. Step on the square next to the potion. This 
lowers a secret door on the opposite canyon wall. Quickly run across the bridge 
and turn right and jump through the door before it closes. Follow the path to 
the pyramid. Collect the twelve (12$) garibs surrounding the pyramid. When you 
do so, the pyramid will lower and reveal an extra life. Take this extra life. 
Gladly surrender yourself to the evil robot and have him throw you off the edge. 
After you reincarnate back at the starting point, place the ball on the target 
switch. This opens the doors to the exit. However, this exit is on the far end 
of the canyon and the doors only stay open for a short time. Thus, you must roll 
your ball down the blue path as fast as you can. The blue surface you are on is 
very slippery, your time is limited, and speed is essential to making the jump. 
Thus, never slow down. Beating the smashers will most likely be just a matter of 
luck. So, you will probably have to try this several times. Unfortunately, you 
must kill the four blue enemies at the starting point each time you make a new 
attempt. When you do manage to pass all the obstacles and beat the closing 
doors, you will be able to exit the level.
 
Level Three (80 garibs)
Turn around and go to the fence. Release your ball and leave it there for 
safety. Turn back around and walk through the tunnel. On the other side is an 
enemy. Fist slam the area next to it to knock it out temporarily. You will need 
to push the enemy through the tunnel to the danger area with no fence, and then 
off the edge. If it wakes up, you will loose ground, so continuously fist slam 
to keep it unconscious while you push. Once the enemy is disposed of, retrieve 
your ball. Place the ball on the target switch and have Glover get on the star 
button. Pound the star button and the door will open. On the other side is a 
ramp with seven (7$) garibs and a save point. On the blue ramp past the windmill 
are two sets of five garibs (10$). Get onto the conveyor belt. After the second 
belt is a floating platform to the right. Jump on this and grab the three (3$) 
garibs above the red pad. Get back onto the conveyor belt moving the opposite 
direction. To the right is another floating platform with a star button on it. 
Pound this button to lower the sign with the blinking lights. Get back on the 
conveyer belt and take it to the end. Stay to the left so you will hit the 
platform at the end of the belt. Jump across the red rotating plus-shaped 
obstacle to the platform beyond. Collect the twelve (12$) garibs and the extra 
life. Then jump off the edge and plummet to your bloody death. Get back on the 
conveyor belt and this time go in the original direction past the two office 
buildings. On the right side of the slowly moving fan is a ramp leading down to 
a green teleporter. When you materialize, there will be a red button to the 
right. Pound this button to turn on the fan. Walk off the edge and ride the 
wind. Gather the nine (9$) garibs and step to the other side. Use the save 
point. Take the ramp leading up to the red button. Bounce the ball to the 
gondola. Release the ball and return to the red button. Pound the button and 
quickly jump onto the gondola and rejoin your ball. Ride it to the other side. 
With ball in hand, jump off the gondola to the red grate below. This will bring 
together the two jigsaw shaped platforms. Leave your ball here and double jump 
to the closest platform. Take a left and gather the eight (8$) near the star 
potion. Consume the potion to summon your ball. Return in the direction you just 
came from and continue on past the evil robot. You will come upon a target 
switch. Place the ball on the switch to open the glass doors. Beyond is a ring 
with six (6$) garibs on the right edge and seven (7$) garibs on the left edge. 
In-between the buildings to the right is some pipework enclosed in glass. Jump 
on top of this and to the ledge containing the six (6$) garibs on the other 
side. Return to the ring and continue on to the save point. Past the save point 
is a series of three conveyor belts. Each has four garibs on it (12$). On the 
other side of the belts is a ramp leading down to a glass plane. Break this 
plane with the bowling ball and exit.

Boss Level
This is the final battle in the game. Beat Cross-stitch and the wizard will be 
freed.

You start off facing a giant robot. Your goal is to get in between its legs and 
enter the door marked by the two arrows. Once inside the robot, you will face 
Cross-stitch who commands his own robot. You have to damage Cross-stitch three 
times. This is essentially just a button-mashing event and is horrendously easy 
for the final battle of the game.

When you defeat Cross-stitch, return the final crystal to the fountain and watch 
the closing cutscene.

Bonus Level (50 garibs)
You have two and a half minutes in this level to pilot the Glovercopter around 
the room and collect as many garibs as you can. To get all fifty garibs, follow 
a pattern. Start off with the outside columns. Choose the closest one and move 
around until you hit the top garib. Then let go of the button and glide down to 
get all the garibs in the column. Move on to the next column and this time start 
at the bottom. Use your shadow as a reference and center yourself in the middle 
of the fan. Then press the A button and climb to the top of the column. Repeat 
for the remaining four outer columns. Then move on to the center columns. Again, 
use your shadow as a reference. The columns are on each corner of the hexagonal 
fan.

Since running out of magic is essentially a death sentence, grab every potion as 
you pass by it. This includes the ones on the ground as well as the ones at the 
very top of the outer columns.

When you have all fifty garibs, find the exit near the top of the room.


                                     CODES

These codes are given during the final credits. To use the codes, pause the game 
and then enter the code using the yellow buttons.

Call Ball (instantly obtain the ball by pressing L button)
C-UP, C-LEFT, C-LEFT, C-UP, C-RIGHT, C-LEFT, C-DOWN, C-UP
Checkpoints (opens all checkpoints for quick movement through a level)
C-DOWN, C-DOWN, C-RIGHT, C-LEFT, C-UP, C-UP, C-DOWN, C-LEFT
Infinite Lives (no decrease in lives upon dying)
C-UP, C-UP, C-UP, C-UP, C-UP, C-RIGHT, C-DOWN, C-RIGHT 
Powerball (turns ball into a small pink super bouncy ball)
C-UP, C-DOWN, C-UP, C-DOWN, C-UP, C-DOWN, C-LEFT, C-UP
Control Ball (Glover disappears and you instead control the ball)
C-LEFT, C-RIGHT, C-LEFT, C-RIGHT, C-UP, C-DOWN, C-RIGHT, C-RIGHT
Infinite Energy (no decrease in hearts upon being hit)
C-RIGHT, C-RIGHT, C-DOWN, C-RIGHT, C-RIGHT, C-RIGHT, C-UP, C-LEFT
Enemy Ball (turns ball into cannonball enemy)
C-LEFT C-DOWN C-UP C-RIGHT C-LEFT C-LEFT C-DOWN C-DOWN
Low Gravity (creates low gravity conditions)
C-LEFT, C-LEFT, C-UP, C-LEFT, C-RIGHT, C-UP, C-UP, C-UP
Big Ball (makes the ball big!)
C-DOWN, C-DOWN, C-UP, C-DOWN, C-DOWN, C-LEFT, C-RIGHT, C-DOWN
Fish Eye (turns on wide angle lens)
C-LEFT, C-RIGHT, C-LEFT, C-RIGHT, C-LEFT, C-RIGHT, C-LEFT, C-RIGHT
Camera Rotate Right (tilts camera ninety degrees clockwise)
C-LEFT, C-RIGHT, C-UP, C-UP, C-DOWN, C-RIGHT, C-DOWN, C-RIGHT
Camera Rotate Left (tilts camera ninety degrees counterclockwise)
C-RIGHT, C-DOWN, C-RIGHT, C-DOWN, C-UP, C-UP, C-RIGHT, C-LEFT
Mad Garibs (turns garibs into Douglass Adams Don't Panic guy)
C-DOWN, C-RIGHT, C-DOWN, C-UP, C-LEFT, C-DOWN, C-LEFT, C-UP
Death Spell (gives you the death spell)
C-UP, C-LEFT, C-LEFT, C-LEFT, C-LEFT, C-UP, C-RIGHT, C-UP
Frog Spell (gives you the frog spell)
C-DOWN, C-LEFT, C-DOWN, C-DOWN, C-LEFT, C-DOWN, C-UP, C-LEFT
Hercules (makes Glover big and strong)
C-DOWN, C-DOWN, C-DOWN, C-LEFT, C-LEFT, C-DOWN, C-RIGHT, C-LEFT
SpeedUp (gives you the speed spell)
C-LEFT, C-LEFT, C-RIGHT, C-UP, C-RIGHT, C-LEFT, C-DOWN, C-DOWN
Boomerang Ball (gives you the star shaped boomerang spell)
C-RIGHT, C-UP, C-UP, C-UP, C-UP, C-LEFT, C-LEFT, C-DOWN
Vanish Ball (ball disappears)
C-DOWN, C-DOWN, C-LEFT, C-LEFT, C-UP, C-UP, C-DOWN, C-UP
Froggy (turns Glover into a frog)
C-UP, C-RIGHT, C-DOWN, C-RIGHT, C-UP, C-LEFT, C-LEFT, C-UP
Secret Cheat (unknown)
C-DOWN, C-UP, C-RIGHT, C-RIGHT, C-DOWN, C-LEFT, C-RIGHT, C-RIGHT
All Cheats Off (turns all cheats off)
C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN, C-DOWN
Level Select (unknown)
C-UP, C-RIGHT, C-RIGHT, C-DOWN, C-LEFT, C-DOWN, C-UP, C-RIGHT
Open Portals (opens all realms)
C-UP, C-RIGHT, C-RIGHT, C-DOWN, C-LEFT, C-DOWN, C-UP, C-RIGHT
Open Levels (opens levels in all realms)
C-DOWN, C-DOWN, C-LEFT, C-UP, C-UP, C-UP, C-RIGHT, C-DOWN
Locate Garibs (allows you to locate garibs in normal mode by pressing the R 
button)
C-LEFT, C-UP, C-RIGHT, C-DOWN, C-LEFT, C-UP, C-LEFT, C-LEFT


                                 LEGAL NOTICE

This walkthrough was authored by and is copyrighted 1999 by Greg Moriarty 
([email protected]) for the use by GameFAQs.com. Any other reproduction or 
distribution without the author's permission is prohibited. If you wish to 
improve upon this walkthrough, I may very allow you to. However, you must 
receive permission from me first.

Glover is a trademark of Hasbro, Inc. The game is copyrighted 1998 by Hasbro, 
Inc. and is licensed by Nintendo.