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Atari Lynx Battlezone 2000

Hidden Game Instructions

Go to the tank customization screen, press OPTION 1 twice, then press and hold it, and also press the PAUSE button, which will do the reset. (Note that I have occasionally had trouble doing this, and had to try the sequence a couple times. My buttons might just need cleaning.) This is best done right when turning the unit on... if it didn't work, turn it off and try again.

The Map Screen:

This is a HUGE game. There are 14 (?) different kinds of terrain, spread out among 2000 squares (50x40). Also, every one of these seems to have a different layout of walls and enemies and power-ups and other stuff. On the map screen, these items are shown:

There is also a multi-colored bar just under the radiation-level. That seems to be a chart of different radiation-amounts for each color, increasing to the right.

Tank template screen:

Here you choose your tank type (A-F), or restore a previous tank:

You have the same parts available to you whether you use ZT.Build (which places the parts for you) or ZT.New (where you do it yourself). Choose your tank carefully! It will affect how you play; quite possibly a good template will improve your game!

Here's a suggestion for how to choose a tank:

  1. The tank has space for what you want.
  2. The stuff is in all the right places.
  3. The Z-Limit is high/low enough.
  4. The tank looks cool.
Watch out that three of the tanks (A-Shanker, D-Sprick, F-Gigan) have an OVER capacity of either detectors or scanners. Unless they are hiding something from us, there can be only 12 spaces of scanners and 10 spaces of detectors used. This is wasted space on the tanks, then. But, they might have lots of what you want...

My favorite is C-Tundra! Pretty good layout, lots of space for shields, and it can hold all five of the different detectors! Very little fuel space, though. Ah well, it looks really cool.

Tank build screen:

Even if you choose ZT.Build, all of the items available to you are not placed. Be sure to go back through the list, adding/upgrading where possible. Here is a breakdown of things I've observed about the parts, in addition to some helpful hints:

Engines
AMOTIVE UNITMaxPw: 0400Eff: 0.75Wader Class2h
BMOTIVE UNITMaxPw: 0400Eff: 1.0Ellel Class4s
CMOTIVE UNITMaxPw: 0500Eff: 0.75Zorbach Class4s
DMOTIVE UNITMaxPw: 0500Eff: 1.0Azra Class6h

I've tried the first three (a-c). I have noticed no difference between A and B other than space requirements, and I have a sneaking suspicion that C and D are also similar.

DriveTrain
AJO-KA DRIVEAccel: 1.0Flat Terrain2h
BSTERIUM DRIVEAccel: 2.0Hilly Terrain4s
CEPICYCLIC DRIVEAccel: 4.0All Terrain6h

I have obtained the first two (a-b), and the result of upgrading is noticeable. My original strategy, if you can call it that, was high acceleration with low top speed. That way, I can press up all the time (too used to the standard game, I guess), but I will never go too fast. This let me slow down in decent time. Keep reading to find out why I changed this strategy, in the On Better Control section.

Fuel
AFUEL CELLStandard Core90J CpctyDisposable2vval 9 (a standard level will need a few of these)
BFUEL CELLDaru Core200J CpctySlow Charge4sval 20 (this one seldom drains completely in one level)

Fuel is moderately interesting. If you have lots of fuel space, and you have a B cell available, you should certainly put it in. But watch out -- you don't often find these, so if you run out of gas, you will have to replenish it with a 9-pack (A). Just try to leave a 2v space open for a replacement, so you don't lose a 20-pack.

Missile
ABTX MISSILECursor Aim400 Impact1000 Range2vqty 9
BRADX MISSILERadar Track600 Impact1500 Range4sqty 30
CLZX MISSILELaser Guided800 Impact2000 Range??qty ??
DCAMX MISSILECamera Guided1000 Impact2500 Range6hqty 30

I have encountered all of these, and the difference in power really becomes apparent when you get to the last two. I must say that the 30-qty missiles are very nice, because you don't have to change banks often. I haven't seen guidance do anything, so far.

Razer
AZAPP RAZERRange: 1000400 ImpactDrain: 1004sqty: 70
BPULSE RAZERRange: 1500600 ImpactDrain: 1754sqty: 70
CION RAZERRange: 2000800 ImpactDrain: 2504sqty: 70
DGAMMA RAZERRange: 25001000 ImpactDrain: 3004sqty: 70

I have used the all of these, as well, and again, the higher razers just are obviously more destructive. I haven't tested the range thing, though.

Shield
AMIN SHIELD9k ProtectQuart DefenseLow Drain2vval 9
BWIDE SHIELD9k ProtectHalf DefenseHigh Drain2hval 9

The wide shields really do make a difference -- they seem like they take forever to deplete. I really don't think "quart" or "half" refers to a portion of the tank, rather it is amount of damage they absorb.

Dials
ABEARING MONXRelational 360Reliability.99Drain: 2524s
BABS CO-ORDAcc: +/- 20ISO CalibrtdDrain: 2006h useful in multi-player games and for finding passwords
CEXPOSURE CNTOptimsd X-RayAuto De-FluxDrain: 1004s very useful for high radiation zones

These are all fairly common, so I have used all three. If I have a Map Detector (below), my favorite of these is A (Bearing Monx). What I really want to know more about is the info listed under B, about multi- player games (is that just if people want to meet at a particular spot?) and passwords. See Questions and Answers, below.

Notes:

The A (Bearing Monx) measures angles in degrees just as in trigonometry, with 0 degrees pointing to the East (that is, to the right) and proceeding counter-clockwise (90 degrees is North, 180 is West, 270 is South). The B (ABS CO-ORD) measures location in Cartesian terms, with the origin (0,0) at the lower-left. The range of positions is 0-200 on either axis.

Detector
AFUEL DETECTOne PointDrain: 1502v displays all fuel canisters within a given range
BPICKINZ DETECTAll TypesDrain: 2002v displays all 'other' canisters within a given range
CTANK DETECTZone LimitedDrain: 3002v displays all tanks within a given range
DZEEK DETECTOne PointDrain: 2002v displays all zeeks (see below, Enemies) within a given range
EMAP DETECTDetect AllDrain: 1502v puts a pop-up overhead map of the entire level (including walls!), with your tank as a filled-in square, and other tanks as empty squares. Tank positions are not updated automatically, but you can keep the cursor over the M-icon and repeatedly double-click.

I'm not totally sure, but I'm estimating the "given range" above is about 1/4 of the total map length or so. I haven't done any definitive testing. Generally, however, you can see a tank before it shows up on the HUD. Also, note that you can have more than one of these running at a time, and they overlay the same area.

Scanner
ADATA SCAN5 TerrabyteAuto TranslatRange: 304sDrain: 1000
BPICKINZ SCANIcon GenMount AdviceRange: 304sDrain: 1000
CTANK SCANMulti id90% AccurateRange: 504sDrain: 200

These are fairly self-explanatory, minus the A-Data Scan, which is a little more difficult to understand. I really am not to fond of scanners, as you must assign a button (see below, On Better Control) to a scanner, and then use it. This leaves one less button for other uses. Note that to use any of the scanners requires you to be in Select mode.

Control
ACONTROL -- Activate by ACursor Pod8hL/R=DirectionU/D=Gear

This is simple and straightforward; it tells you if the tank is going in reverse, forward, or turbo (see below, On Better Control).

Game screen:

After selecting 'OK', you are dropped into the seat of a powerful tank. And it looks way more complicated than your VCR. On the right side of the Lynx display is your button assignments. By default, OPTION 1 switches between Select mode and Move mode, and 'a' and 'b' are assigned to weapons systems that you have installed. OPTION 2 is the pick-up/ put-down/place button. All but OPTION 2 can be reconfigured (see below, On Better Control).

Scattered across the edges of the rest of the display are all the items you placed earlier, with the current quantity loaded, if applicable. Well, that's all the big outstanding things you see, so I'll go on to some tips now on what to do.

Tips On enemies:

To begin with, there are four types of enemies that I have dealt with:

Best way to get rid of these guys? Missiles, usually, will do the best job. But, you often have a small supply of those, and they are kind of hard to aim. You have a greater quantity of razers, and can aim them fairly well, but they will "bounce off" often, it seems.

Watch out that you don't back into an enemy, particularly a zeek. From what I have experienced, that's the end for your armor! It also seems that you can blow up oncoming missiles, when you use the razer. I am not sure if missiles will do this.

On Better Control:

First, here are some tips on entering passwords. Even though passwords can reach over 15 sets, it could be much worse. Putting the code in, the order of characters is "A...Za...z0...9A..." Yes, there are a lot of characters! However, there are some things in the coder's favor:

Don't let me insult your intelligence, I'm just trying to help you along, since these passwords are nasty-long. It's for your own good, mind you! On that note, let me hit you with my password. (I had a nicer one, but I shifted my LYNX, and BOOM, power went off. That one was 15.25 long...) Here it is: GJfy-hBCA-r8dE-IAJB-GQ74-lis2-u9d6-dyjS-DgPQ-KZnc-T1MS-elwR-hVzu I think that's it. If it doesn't work with 'u', try a 'v'. It's hard to tell, sometimes... Anyway, lots of good stuff, like ALL the detector, scanner, and armor types. Also, one or two razers, and a total of 69 missiles! I think that's what is on this code, anyway.

Here is another code, with lotsa goodies: Lc0n-5sx5-fpoW-G8LI-m9rV-mvIK-i2bP-2RFa-lrCB-psFw-fiwM-NY0m-jsol-4FdU (Hey, if you've tried these, and they don't work, please, write me! I'll be grateful!)

There are two modes of operation during the game: Select mode and Move mode. To switch between the two modes, use the key currently assigned to 'CONTROL' (OPTION 1 is default). 'PAUSE' is the only way to stop the action in either mode, regardless of what is activated, like a scanner or even the map detector. You start out in Select Mode, the more complicated of the two, so I'll cover that first.

Select mode controls:

JOYPAD MOVES CURSOR. If the cursor is on an item in your inventory, its name will display. Also, if this item can be linked to a button (see below), the word "key" will display with the cursor. 'A' or 'B' or OPTION 1 -- double- clicking any of these on a "key" item will make that button activate the item (these are: Control, Missiles, Razers, Scanners).

If the cursor is over a Pickinz or a Fuel, it will activate that item (i.e., it will bring up that HUD or use that fuel tank), leaving button assignment the same. (Does this go for shields, too?)

If one of these buttons is pressed while the cursor is over the viewscreen, it will activate its associated function.

OPTION 2 while on your inventory will drop a canister in front of your tank, and change the cursor to the item you chose. You can move the item somewhere else in the highlighted region, or drop it by pressing OPTION 2 again while in the viewscreen.

If the cursor is over a canister on the viewscreen, this button will pick up the item inside, giving you an icon for it, as well as a highlight area where it is allowed to be placed.

Here's a little hint: You can drop anything in inventory, just not if there is a canister already right in front of you. It took me a while to realize this.

Have no fear of reassigning everything, if you want. You won't ever get "stuck" in a mode, since you can only switch modes if you have a button linked to Control. Personally, I have 'a' as control, 'b' as razers, and OPTION 1 as missiles.

If one of your banks of missiles or razers runs out, you will need to reassign you keys to non-empty ones, as it will not be done for you. Fuel and shields do this automatically.

Move mode controls:

As a bonus, here's some extra controlling my brother found, somehow: Do the controls seem a bit sluggish? Double-press any direction on the joypad, and see the results. Your tank really starts to fly around!

"double"-joypad -- speedy control

On amassing items:

I've discovered a way to amass items and stuff (you know that, when you are shot enough, you die, and so does all of your carefully collected equipment). However, if you are "zilled [sic] by radiation," you still keep all your old stuff. So, you can pick stuff up, irradiate yourself, and be happier for it. Best setup for this is a Tank with a low Z-tolerance, and a terrain with the following: high Z-rate, low # of tanks, and a bunch of fuel and other canisters.

A different way to build yourself up in the beginning would be to start on one of the more difficult levels, (where difficulty seems to be based on number of tanks and Z-rate), because more and better equipment is assigned initially. (Thanks to Steve Well for noticing this)

Always pick up the tank "droppings" -- left by dead tanks. It's usually at least a used missile bank, but sometimes it's better, like a new drive-train and stuff.

Hey, have you seen the rotating triangle thing in the middle of some levels? What is that? I tried scanning it, to no avail. Shooting it, too, of course! And, after 10 or so missiles, it blew up, leaving a canister! But, no matter how hard I try, I can't pick it up!!

And, lastly, here is an unexpected way to get stuff: When you input a code, you still get the choice of equip that you would have had you chosen ZT.Build or ZT.New. That means you have all your stuff, plus MORE that is allocated. Bug? Maybe, but it makes for powerful tanks!

Questions and Answers (to some of them):

  1. What does tank mass do?
  2. What is the best way to kill the bouncy things?
    A: Hmmm... Run away? Just don't stay in one place too long.
  3. What is the exact difference between the engines?
  4. What does EFF stand for? (Efficiency? But what would that mean?)
    A: From Harry Dodgson: Yes, efficiency... meaning how much fuel it uses... that's why a 'B' is better than an 'A' drive.
  5. In the drivetrains, where does "terrain" come into play?
  6. Other than quantity, what's the difference between missile types?
  7. On all the electrical systems, what does "drain" refer to?
    A: From Harry Dodgson: I presume the same thing here [as for the engines], all these boxes take power to run.
  8. Why do razers have similar impact ratings to missiles?
  9. If razers have a 'drain' attribute associated with them, why aren't they replenished?
  10. How can Dial B (ABS CO-ORD) be useful in finding passwords?
  11. What does the Detectors' ratings of "one-point/all-types/zone-limited/detect-all" refer to?
  12. In the original "Cheat Sheet," why does he single out one level as not having a password? Does he know all the others?
  13. What exactly is that rotating-triangle thing in some of the levels?
  14. After I blow it up, why can't I pick up what's inside that triangle?
    A: This is where that mysterious Data-Scan comes into play. After destroying the rotating triangle, a pod appears, which you cannot pick up and upon which the pickinz scan does not work. Use the Data scan, however, and you will be given instructions for how to reach the "next" rotating triangle, in a specified level. It gives this information in terms of Zone coordinates, which you of course access through the Map screen. It further defines the location of the next triangle as "Index" location (I think they use index). See above, Dials, for details on how the index coordinates work. At any rate, the strange thing I have experienced is that the instructions have always been to go diagonally in the same direction. I have gone like this for about five in a row without dying, and still no changes, no hints at passwords. Maybe we should find a triangle that points to a locked zone, and will then give its password. I just don't know.
  15. Why do missiles launch straight ahead, no matter where my cursor is, and regardless of missile type?
  16. Why isn't the sound stereo? That would be too cool, I guess!
  17. If I die, why does it say "zilled by" such-and-such? Syntax error?
  18. Where do you find that quote?
Well, that's it, for now. If you have questions, comments, or new codes for cool tanks, please, write me at pforhan@cs.truman.edu!

Patrick and Carl Forhan, 1996

Types of Levels
Desertsandy with cacti
Fescuegreen forests
Arcticwhite snow
Aftermathorangish
Arborealgreen with trees
Twilightfairly dark
Crystallight blue
Craterdark gray
Aridsandy with trees
Jodrellwhite with pink background
Desolationpink in green ruins
Condoweird (pink / lime green) colored
Bleakwhitish with satellite dishes
Lockedthese levels are passworded - whitish with satellite dishes

Tank Templates:

  1. SHANKER: Mass 40, Z Lmt 50, 14 scanner, 4 razer, 6 missile, 6 dials, 8 drive, 4 engine, 6 shield, 8 fuel, 12 detect
  2. BORRG: Mass 70, Z Lmt 70, 12 scanner, 8 razer, 6 missile, 6 dials, 8 drive, 4 engine, 10 shield, 4 fuel, 10 detect
  3. TUNDRA: Mass 70, Z Lmt 60, 12 scanner, 8 razer, 10 missile, 4 dials, 4 drive, 6 engine, 10 shield, 4 fuel, 10 detect
  4. SPRICK: Mass 40, Z Lmt 50, 16 scanner, 6 razer, 6 missile, 6 dials, 4 drive, 4 engine, 8 shield, 6 fuel, 12 detect
  5. MADONNA: Mass 80, Z Lmt 80, 8 scanner, 6 razer, 6 missile, 10 dials, 6 drive, 4 engine, 10 shield, 12 fuel, 6 detect
  6. GIGAN: Mass 90, Z Lmt 90, 16 scanner, 6 razer, 6 missile, 6 dials, 6 drive, 6 engine, 6 shield, 8 fuel, 8 detect

2h is 2 squares arranged horizontally
4s is 4 squares arranged as a square
2v is 2 squares arranged vertically

Controls:

select mode (game starts out in select mode):

move mode:

Levels and passwords

here is a level password -- how to find these is still a mystery to me

1 1 SEVE-N

this is a locked level without a password as far as I know

27 39 ---???---

This cute saying was found in the game -- what it means is you can reset the game (Option 1 & Pause) and still keep all your items and score.

THE ONE THAT RUNS AWAY
LIVES TO DIE ANOTHER DAY

From: steve_w@atlantis.actrix.gen.nz (Steve Wells)
Subject: Lynx: BZ-2000 info - secrets revealed!
Date: Sat, 30 Dec 1995 22:06:49 GMT
I've worked out what the "Data Scan" unit and the un-identifiable pods that appear under the rotating-triangles in BZ-2000 are for.

The rotating triangle (which I'm going to call a "Guardian"), when shot, reveals a pod, which can neither be picked up, nor identified by the "Pickinz scan". However, if you select the "Data Scan" scanner unit, and question the pickinz pod, then you will be represented with information on which zone and co-ordinates you should go to to obtain the next pod from.

If you aren't in a multi-player game, forget about the "Tank-scan" unit, as it's completely useless to you, it should really give you information about the tanks such as weaponry, shields etc., but all it does is say if the tank is player controlled, or Lynx-controlled (NPC).

Also, the zone you start in determines the equipment you have available. The more hostile the zone, (the higher Z-rate), the better the equipment, so starting in a "Bleak" zone, yields the best equipment. Some zones give better stuff than others. This gives you two choices, try to finish the zone with what you start with in a powerful tank, or just use it to get the equipment, get killed by the radiation, and then choose an easier zone to build up shields, fuel etc. with. Starting in the right zone will give you a 3rd-level engine (Zorbach, 500 motive power, .75 eff'), A 2nd-level drive-unit, (Sterium, Accel' 2), Ion laser (Range 2000, damage 800), LZX Missile (Laser guided, which seems to make little difference, as moving the sight _still_ makes the missile go straight ahead...), Daru-core fuel unit (Slow drain, 20-units), wide shields, tank-detector, and pickinz scan. (As well as the usual command-unit and readout). This makes for a pretty tough tank! Using this and getting the right pickinz will make things a lot simpler!

The standard game isn't very marvellous, but this hidden game is fantastic, Atari are morons for forcing the authors to "hide" it. Too complicated? Maybe, but they could at least have made it a menu option. With the doc's we have available, it's not all _that_ difficult. (Not much more so than Battlewheels or Steel Talons). If you don't have this game yet, Get it!

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This page last updated on May 01, 2004 by Troy H. Cheek