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Active Enterprises FAQ - Version 1.0 - 12/16/2002
Written by Andrew "MikeSanders" Harris [activefaq@blazemail.com]. This FAQ being published on the internet, protects it under all applicable copyright laws. This FAQ may not be used without the permission of Andrew Harris. Credit goes out to Spoon for helping me proofread this thing, thanks. If you have any information that would assist in improving this FAQ, please contact activefaq@blazemail.com ------ Index of The FAQ: 1. Who is Active Enterprises? 2. The Games A. Action 52 [NES] B. Action 52 [Genesis] C. Cheetahmen 2 [NES] 3. The Unreleased A. The Action Gamemaster B. Sports 5 [SNES/Genesis] C. Action 52 [SNES] 4. Other Information A. The $104,000 Contest [Action 52 - NES] B. Unknown Contest [Action 52 - Genesis] 5. Other Notes ------ 1. Who is Active Enterprises? Active Enterprises was a company formed in 1991. It is speculated that the company was run by one man, though it is nearly guaranteed that they operated with a staff of less than ten. [If it was any higher than that, it would likely be far easier to track down anyone who worked there.] The company operated out of Florida, but had a headquarters set up in Nassau, in the Bahamas, to avoid paying U.S. taxes. In January of 1992, the company released their first title, Action 52, for a price of two hundred dollars. The game was advertised in small ads in the back of Gamepro magazine, and received very little attention. Sales were slow, despite the promise of 52 games, many simply weren't willing to shell out two hundred dollars to purchase something from an unknown company based out of the Bahamas. This apparently didn't deter Active Enterprises, who contacted Calfornia based company FarSight Technologies [now operating as FarSight Studios] who had created a few games, by this point, [Videomation [NES], Art Alive [Genesis], and Color a Dinosaur [NES]] to begin work on a version of Action 52 for the Genesis system. Farsight started work on the Genesis version of Action 52, all the while Active sat back in Florida working on it's new project. The new project was Cheetahmen II, the sequel to Game #52 on the NES version of Action 52. In this game, the evil Dr. Morbis had engineered a new batch of sub-humans to send after the three Cheetahmen, [Aries, Apollo, and Hercules], and yes, that's the entire story. Also during this time, Active apparently began work on several products to merchandise their Cheetahmen characters. Among the plans were action figures, commercials, costumes for children, and even an animated television program, none of which were ever manufactured, or made available to the public. In early 1993, FarSight had finished the Genesis version of Action 52. Active apparently had put their seal of approval on it, and it was quickly rushed out to the open market at a price of one hundred dollars. Active was still an unknown company, and the few that knew of them had a sour taste in their mouths after the NES Action 52. The Genesis version of Action 52 also sold very poorly. Yet Active continued to go on, they were convinced that their next game, Cheetahmen II, would sell very well. Once the commercials and action figures hit, people would be in a frenzy to purchase Active's works. Active even went so far to state that the Cheetahmen would be the most desired and merchandised items for Christmas '93. Sadly for them, things did not turn out as expected. Somewhere in 1993, Active Enterprises ran out of money. Carts of Cheetahmen II had been produced by this time, but Active didn't have the money to distribute them. At this point, Active Enterprises seemingly disappeared off the face of the earth. Several years later [97 or later], the people who produced the carts for Active and still had them laying around, decided to sell them themselves. At that point, Cheetahmen II became the last NES game to receive a U.S. release. Twelve to fifteen hundred copies of Cheetahmen II are thought to exist. That at this point, ends the saga of Active Enterprises. ----- 2. The Games A. Action 52 [NES] Action 52 was released for the NES in January of 1992. It was the first of it's kind, featuring 52 completely new and copyrighted games on one cart. It sold for a staggering $200, which prompted it's low sales, not to mention that most games on the cart were poorly programmed. Some games however are actually not bad at all, Cheetahmen being undeniably the best game on the cart. The six stage action side-scroller was the game Active hoped would make Action 52 sell. While it didn't succeed in making the game fly off shelves, Cheetahmen has a charm that many games lack. Despite it's obvious flaws, [poor enemy placement in level 5, no enemies in level six, ladders to nowhere.] it's still a very fun game to play, one I have personally beat on many occasions. b. Cheetahmen [Game #52 - Also called Action Gamemaster] FAQ Opening Cut Scenes - The Action Gamemaster is at home playing his video game when suddenly... an arm reached out of the TV and pulled him inside... when he looked up he saw three gigantic yellow bodies, it was the Cheetahmen.... He began to explain, the Cheetahmen told of the enemies in the game world. Don't worry, we will fight for you... The Cheetahmen ran off... and now... The Cheetahmen! During this game you will have three Cheetahmen, a different one in every second level to fight for you. Level 1 - Use Aries' wooden clubs and martial arts skills to defeat the enemies on the first two levels. Cheetahmen level 1 is a desert [apparently] level, the strange thing being the amount of water that's present throughout the level... then again, you're in the gameworld now, I suppose it doesn't need to make any sense. Walk forward throughout this level and strike out your clubs at anything that approaches. Eventually you should get to a ladder. Go all the way to the edge of the screen before climbing the ladder, for some reason the ladder is unclimbable otherwise. Once you have climbed the ladder continue on, zig- zagging around the bottomless pits, until you get to the point where the level abruptly ends and sends you somewhere else. Things to notice: 1. Level 1 was the only stage in which you cannot jump. Level 2 - Aries is still your Cheetahman for this level. You appear to be in an ice cave now, which doesn't make much sense... I mean, you were just in the desert... but oh well, it's the game world, it's not supposed to make sense. Fall down to the bottom of the level to start off. Continue forward, battling a bat and Hosain. Continue forward jumping over every pit you see, and using the standard strike anything that even appears to be coming for you theory. Eventually you shall reach the first of three bosses, Ktena [Possibly inaccurate name, grabbed off a poor scan of the action figure ad.] Ktena can be beaten quite easily, when it jumps in the air, wait for it to land, and strike. Wash, rinse, and repeat and Ktena will go down very quickly. An abrupt cut from this level takes us to level 3... Things to notice: 1. Level 2 was the only stage with a boss that does not kill in one hit. Level 3 - Hercules is the strongest of the three. Jump if you can, but you must fight others. With these words you now control Hercules, who can use his general hugeness as a way to bash away at foes and destroy them. For this level you are in a... well, I don't exactly know. All I know is it appears to be an indoor green thing. Works for me, it's the game world you're in, it's not supposed to make sense! Standard strategy applies here for this level. Simply walk and strike or jump over whatever you can. You shouldn't have much of a problem here. The nastiest enemies in this level are the little cars that drive right at your feet, if you can see them coming and leap over them they'll just zip right past never to be seen again. As typical, the level will abruptly end and you'll start somewhere else. Things to notice: 1. Hercules was the only Cheetahman without a weapon. 2. Hercules was the only Cheetahman capable of jumping up ladders. Level 4 - You're once again Hercules, continuing your quest to thwart the evil Dr. Morbis, and this time you're in a brick building. Apparently people have been throwing splotches of red paint at the normally black walls. This and the level following, are the two levels where you really have to be patient. Enemies are flying over Hercules, so just remain patient as you make your jumps, so you don't jump into one of them. The level starts off in this flashing area, which will likely glitch your sprite. Don't worry though, nothing other than look is effected here. Continue on and you will reach a ladder. The ladder is interesting, as this marks the only ladder you can actually jump up. The only negative thing is that the room won't scroll with you if you jump up the ladder, which can actually lead to your Cheetahman jumping off the screen and restarting from the bottom of it. Continue on, nothing really tricky until you get to the area where water is pouring down on the platform on which you stand. If you stand in the middle you shouldn't start sliding away. Pass these and continue on. Be very patient with your walking from here on out, at the end of the level is the boss White Rhino. If you accidently walk into him, you are dead. How do you beat White Rhino then? Stand at the far left of the screen, take one step forward, and strike him everytime he charges forward. You'll both hit each other, the game apparently doesn't know what to do in that situation, and awards you the hit. Just stand there and strike away, and White Rhino will eventually perish at the hands of the mighty Hercules. Now you move onto Level 5. Things to notice: 1. This was the only stage with a unkillable boss, without using a glitch. 2. This was the only stage to feature water causing your Cheetahman to slide. Level 5 - You will control Apollo in the final two levels. Nothing was even written about him. This level starts off in a desert like area, except with platforms instead of sand. This is one of those stages where patience is a virtue and a walkthrough probably won't help you a bit. This level is tough, for two reasons, poor enemy placement, and Apollo's arrows sometimes go the opposite way of where you're aiming. To add even more to this, there are roughly eight million enemies in this stage. The best course of action in this stage, is to simply learn where the enemies are and their patterns. Make sure to be in position to shoot them before they can get you. This is a stage that I still lose at quite a bit, no matter how many times I've beaten the game. The number one thing to avoid in this level are the first three enemies that come after you. On the second platform two enemies will fly at you, on the fourth another enemy will attack, and briefly after that there are another two enemies. If you can defeat all of them without getting hit, you've got a WAY better chance of surviving the level. Best of luck to you. Things to notice: 1. Apollo was the only Cheetahman who has no text for his introduction. 2. Level 5 was the only level with a warp to another inside it. Level 6 - You're still controlling Apollo, in the easiest stage of the game. You see... there are no enemies in level six. Level six is apparently a cave area, with a pretty cool background going on... anyway, just continue going forward and climbing up ladders until you reach the end of the level, where the boss, Scavenger awaits. Stand on the left side of the screen and just shoot away as he flies around on the top platform, and you'll eventually shoot him to death. Touching him will kill you instantly, so don't try that. Eventually you'll go to black and boom, back to the one player/two player select screen. Congratulations you have just beaten Cheetahmen. Things to notice: 1. Level 6 was the only level without enemies. 2. Level 6 was the only level with a fully climbable ladder to nowhere. 3. The game has no ending, infact it quickly cuts away without the boss even exploding, it exits in typical level switch fashion. Other stages accessible in Cheetahmen: Level 9 - Level 9 is simply a small room in which there is a 1-up. You can only go forwards, it is impossible to head backwards. This level is accessible by falling into a specific pit in level 5. Level 10 - Unexplorable, glitchy level. Just a grey background with random stuff on it. Sometimes the level six boss Scavenger will appear floating in the middle of it. This is accessible by walking through level 9. B. Action 52 [Genesis] Action 52 for the Genesis was created by FarSight Technologies. It was released in 1993, with a suggested retail price of one hundred dollars. Published by Active Enterprises this game holds the distinction of being Active's only title for the Genesis, and is apparently more scarce than the NES version that came before it. This game is not a direct port of the NES version. All the games on it are different, though many share the same or similar names. A walkthrough of a game or two from this cart will be added whenever I get around to playing it some more. C. Cheetahmen II [NES] Cheetahmen II was the sequel to Cheetahmen from Action 52. It was to be six more levels of action-packed Cheetah fun! It seemed to be pretty much thrown together however, to the point where the game is actually incompletable and freezes after level four. A full walkthrough of this game is coming soon. ----- 3. The Unreleased A. The Action Gamemaster Action Gamemaster was the character Active created to be warped into the world of the Cheetahmen in Action 52. However, this wasn't a game, apparently the Action Gamemaster had been thrown into a handheld system. Well... that's not an official backstory, but it's probably what would have been come up with had this system actually hit the market. The Action Gamemaster was to be a handheld system capable of playing all the formats available at the time. It would play NES, Genesis, SNES, even it's own Action Gamemaster Carts, which were to breed a new Cheetahmen game. The real kicker, it would play CD-Roms to usher in the "new age" of gaming as Active called it... and it even had a TV tuner equipped! An adverisement for this was distributed at the CES, and information on it was seen in Gamepro, however it was not to be. It likely wasn't seriously developed as the cost of such a machine would be astronomical, and a machine capable of fitting all these carts, even through the use of adapters [as was planned] would likely not be in anyway portable, and would definitely go through batteries very, very, fast. Regardless of this, it would have certainly been great had it been released. B. Sports 5 [SNES/Genesis] Sports 5 is an unknown, apparently 5 in 1, sports title to be released on the SNES and Genesis... sadly, that's the only information available on it. It was listed on the "Confidential Price List" distributed at the CES. C. Action 52 [SNES] Action 52 for the SNES was to be released in October 1993, according to the "Confidential Price List" distributed at the CES. Nothing else is known other than it likely would have been a port or remake of the NES Action 52, as no company is known to have been licensed out for it's creation. ----- 4. Other Information A. The $104,000 Contest [NES] In hopes of selling Action 52, Active Enterprises had decided to have a contest for $104,000 dollars. A secret code would be given upon completion of Ooze [Game #5], taking a picture of it and sending it in would officially enter you into the contest. Ooze can be beaten, but not without getting the game to glitch the way you want it to. Some Action 52 carts have Ooze unplayable beyond the second level. The game ends after level six, though a fully playable level 8 exists in the rom. It is believed that nobody won this contest. B. Unknown Contest [Genesis] The existence of this contest is unknown, however I have heard from several sources that Action 52 on the Genesis featured a contest of it's own if Challenge [Game #52] was beaten. This game was unbeatable however, so it's nearly a guarantee that no one won this one, if it even existed. C. Cheetahmen Action Figures Cheetahmen action figures were to be released soon after Action 52 hit the market. A print advertisement that Active distributed is available and the figures are listed on Active's "Confidential Price List" distributed at the CES. Whether these figures were ever produced or not is anyone's guess. D. Cheetahmen "Servo" Costumes These costumes were to have been available with the launch of the cartoon, which also never came to existence. According to the papers distributed at the CES these were to be made by the company Screaming Mad George. All attempts at contacting this company about these costumes have resulted in no response. E. Cheetahmen Cartoon All hype for this came from a few lines in the CES papers discussing a "Disney Quality" animated program that would run thirty minutes. According to these papers, a short commercial advertising this cartoon and Action 52 had already been distributed. Whether or not this is the case is unknown, as none of these commercials have ever turned up. ----- 5. Other Notes Action 52 and Cheetahmen are registered trademarks of Active Enterprises. NES, Nintendo, Super Nintendo, and SNES are registered trademarks of Nintendo of America. Sega and Sega Genesis are registered trademarks of Sega of America. This FAQ copyright 2002, Andrew Harris. http://www.planetnintendo.com/thewarpzone/activefaq.txt -- Lars |
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