GHOST SQUAD

Rules
Powerups
Bad Guys
My Tips
About This Guide

RULES:

There are 3 triggers to flip on your weapon. The first trigger is of course the one used to send projectiles flying out of your weapon at high velocities. The second is on the side of the gun and is used to switch firing modes for your weapon, provided they have more than one. The third is on the handle; it's used for doing things other than perforating whatever you're pointing at during missions and a couple specific areas, and also makes your guy give context sensitive commands (which have absolutely NO effect whatsoever on gameplay.)

There are 3 types of firing modes: single, burst, and auto. On single, 1 shot will be fired each time the trigger is pressed. On burst, 2 or 3 (varies by weapon) shots will be fired each time the trigger is pressed. On full auto, 1 shot will be fired each time the trigger is pressed, and it will continue to fire as long as the trigger is held down. Not all weapons have all of these firing modes, and one even has a special firing mode...

When an enemy is about to shoot you, a signal (called an E-Marker) will indicate so. Grenades and knives do not produce E-Markers.

If shot, you will lose 1 block of life unless you have Body Armor, in which case you will lose half of a block.

If you kill a hostage, Secret Service agent, or teammate, you lose 1 block of life. SS and GHOST Squad agents take several hits to kill. You'll lose points for injuring them, but you won't lose life unless you actually kill one.

To reload, aim the gun off the screen.

Powerups are obtained by killing certain enemies, completing missions, or by shooting objects in the background. Most powerups are collected by shooting them once they are revealed, although some are automatically nabbed. They will vanish after a while.

You can only have one active powerup (Compensator, High Capacity Magazine, Dot Sight, Body Armor, Body Armor 2) at a time. Picking up another active powerup discards the previous one. If your weapon can't use the powerup, it does not count as being picked up.

Unlike other lightgun games, your weapons generally have recoil. The feedback from firing a weapon naturally causes your aim to suffer. When firing continuously, this makes your shots spread out around where you are actually aiming.

Shooting an enemy in the head will instantly kill him, with the sole exception being the boss of Mission 3.

Throughout the game you will encounter special segments of the game known as missions. Missions require you to perform a task within a limited amount of time. Failure of a mission can include loss of life, abortion of an entire operation, or alternate routes.

There's a special GS bar that fills up when you score kill bonuses, complete missions, and generally do good things. However, getting hurt or shooting good people reduces the bar. If you fill the bar completely, you will earn a special bonus for your weapon (note that some don't have bonuses.)

And now, the kill bonuses:

Quick Shot: Awarded for quickly hitting an enemy. The time required for a 'quick' hit varies for each enemy. Contrary to popular belief, it DOESN'T have to be a kill shot.

Good Shot: Awarded for eliminating an enemy with a single shot to the head. To specify, you must hit your enemy ONLY in the head. If you wound him first, you can't get this bonus.

Double Down: Awarded for hitting 2 (or more, though there's no Triple Down award) enemies with a single shot. This can only be done with a shotgun, grenade, or a weapon with penetration. It is not required that you kill the bad guys; simply wounding 2 with the same shot will suffice. Also, you can get this award for hitting dead guys too. Thus you can get multiple Double Downs from the same 2 guys.

2 Body: Awarded for shooting a guy 2 consecutive times in the chest. Doesn't matter if he's alive or dead. I would guess you could get this multiple times off one guy but I'm not sure. The game incorrectly says 2 Body 1 Head when you do this.

2 Body 1 Head: Awarded for consecutively shooting an enemy twice in the chest, then in the head. Those with training will surely recognize this firing drill. Again, it doesn't matter if they are alive or dead (alive is much easier though.) Likewise, the game incorrectly says 2 Body when you perform one. This is the one mistake they didn't fix for the Wii port.





POWERUPS:

Dot Sight: Adds a laser sight to your gun. Now you'll have a colored dot (first player's blue, second player's red; Alpha Blue, Alpha Red, get it?) to show exactly where you happen to be pointing your firearm at the moment. Wears off after a while, a very LONG while. Can't be used with weapons that have built-in dot sights (duh).

Compensator: Eliminates the recoil of your weapon. Now your weapon won't lose accuracy under sustained firing. Wears off after extended usage. Can't be used with weapons that have no recoil, as it isn't necessary.

High Capacity Magazine: This gives you a bigger clip. To be exact, it doubles the ammo capacity of all guns except the XMW21, which it increases by 50. Wears off after 5 reloads. Takes effect once you reload AFTER picking up the item. Can't be used on certain weapons.

Small Medikit: This will replenish 1/4 (a block) of your life. These are thankfully automatically collected when revealed; you do not have to shoot them. Does not replace your current powerup. No, I'm pretty sure that there are no 'Big' Medikits anywhere in the game.

Body Armor: This will cut the amount of damage you take by half (in other words, you lose only half a block.) Does not cut life lost by shooting hostages. Wears off after being shot twice.

Body Armor 2: This much rarer powerup is gold rather than silver. This will also cut the amount of damage you take by half (in other words, you lose only half a block.) Again, does not cut life lost by shooting hostages. Longer lasting flavor: wears off after being shot 4 times.

Medal: This grants you a point bonus. Collected automatically upon being revealed and does not need to be shot. Also does not replace your current powerup. With 1 exception I've found, always carried by enemies.

XM2119: Submachine Gun. Unlocked at level 1. Single, 3-shot burst, and full auto. 24 bullets per clip. Zero recoil. Exceptionally fast reload. This is the first gun you can use on a card system. You have a limited amount of ammo when firing full auto. LAME! However, you don't need to reload on full auto. This one of the 4 guns available on a no-card system. You start each stage with 100 bullets of full auto. This weapon's bonus is 50 extra bullets for full auto. Um, yay? As you can imagine from it being the default weapon, it's not that great, although it certainly isn't the worst gun to use.

M4E: Shotgun. Unlocked at level 2. Single or 2-shot burst. 6 shells per clip. Fires pellets in a wide radius. Good for clearing a group of enemies or messing up one armored foe real good. However, the spread can easily result in property damage (cool!) or loss of innocent life (not cool.) Pellets are weak individually, but if most hit the same target they do major damage. A well-aimed shot will take an armored foe down in 1 shot, or kill several generic foes. Although pellets have no penetration ability, blasting a shield guy straight on will likely result in striking exposed limbs and outright killing the holder. On far distances, this weapon suffers greatly: the 1 or 2 pellets that hit will do weak damage. This is one of the 4 guns available on no-card systems. This weapon's bonus is 50 additional shells for burst fire. A fun weapon but not recommended for higher difficulty.

P44M: Handgun. Unlocked at level 5. Single or 2-shot burst. 6 bullets per clip. High penetration. High power. Reload is instantaneous. You can not use a High Capacity Magazine since this is a revolver. I guess that's realism for ya. The gun's powerful, which goes well with its penetration. One of the 4 guns available on a no-card system. This weapon's bonus is 50 extra bullets for burst fire. If you wanna use handguns, this would be a good idea unless you really want more than 6 shots.

CAC82: Rifle. Unlocked at level 7. Single or 3-shot burst. 6 bullets per clip. Has penetration ability. High power. This weapon's bonus is 50 extra rounds for burst fire. I don't really know why you'd use a sniper rifle when you'll be charging rooms most of the time. This is basically a lame rifle (and the first you'll unlock hence the shittiness.)

TM9V: Handgun. Unlocked at level 11. Single or 2-shot burst. 15 bullets per clip. Instantaneous reload. Comes with a built-in dot sight. This weapon's bonus is 50 additional burst fire bullets. A weak weapon, so make use of that laser sight and bust armored foes in the head. Alright handgun.

SAW24: Other. Unlocked at level 15. Fully automatic. Zero recoil. This high tech weapon never needs to be reloaded. However, don't be going too crazy with this baby. This gun's use is governed by a heat system. Firing it causes it to heat up. The gun cools when not being fired. If the gun overheats, you will have to wait for it to cool down before you can fire it again. This is VERY bad as you'll be defenseless. The gun will continue to cool during cutscenes and tactical decisions. However, overheating empties the bar slightly faster, so if you know you've got a few seconds, heat it up! It can't be fitted with a Dot Sight, Compensator, or High Capacity Magazine, not that the latter 2 would help anyway. This weapon has no bonus. A good weapon so long you ration your firing.

M45R: Handgun. Unlocked at level 19. Single or 2-shot burst. 15 bullets per clip. Instantaneous reload. High power. Comes with a dot sight. This weapon's bonus is 50 more bullets than are specially designed to be fired with a buddy (no I don't know why burst ammo is different in this game.) A great handgun.

SPR11: Rifle. Unlocked at level 23. Single or 3-shot burst. 10 bullets per clip. High penetration. High power. Can kill armor-clad troops with only 1 shot below level 14. This weapon's bonus is 50 rounds of burst ammo. Another sniper rifle. Much better that the CAC82 but still kinda lame.

PM6: Handgun. Unlocked at level 26. Single or 2-shot burst. 6 bullets per clip. Marked as 'long reload', but that's only in comparison to the other handguns. Can NOT use a High Capacity Magazine. This weapon's bonus is 50 extra burst fire bullets. Imagine the P44M, but with no penetration and crappy stopping power. This gun sucks.

M94R: Submachine Gun. Unlocked at level 30. Single or 3-shot burst. 25 bullets per clip. Zero recoil. Can't be fitted with a Compensator, but that's not needed anyway. This weapon's bonus is a bigger clip. Nothing real special but hey, no recoil!

AR4A: Rifle. Unlocked at level 32. Single or 3-shot burst. 28 bullets per clip. This weapon's bonus is a bigger clip. The weakest (least damaging) of the rifles.

Guardian II: Handgun. Unlocked at level 34. Single or 2-shot burst. 10 bullets per clip. Instantaneous reload. Yep, it's the gun from Virtua Cop 3. This weapon's bonus is 50 additional burst rounds. It may be the trusted sidearm of the Virtua City Police, but inadequate for counter-terrorism work. Make sure you wear the Virtua Cop uniform whenever you use this. I think it's a law or something. Not for use on high difficulty.

TR14: Rifle. Unlocked at level 38. Single or 3-shot burst. 20 bullets per clip. Severe recoil. High penetration. High power. This puppy will drop an armored foe in 1 shot on most difficulties. This weapon's bonus is an extended clip. A very good weapon, likely the best overall. Considered to be the n00b weapon of choice in case you are in the presence of the elite.

P4512: Handgun. Unlocked at level 40. Single or 2-shot burst. 12 bullets per clip. Instantaneous reload. High power. This weapon's bonus is 50 additional burst rounds. One of the better handguns, but there's better still.

ABG1: Other. Unlocked at level 43. Single, 2-arrow burst, or auto. 6 arrows per clip. Very powerful. This is a bow gun. Be warned that the arrows take time to travel unlike bullets (which are instantaneous) so you have to fire before you normally have to. They also don't travel straight, curving downward at longer distances until hitting the ground due to gravity. Therefore you have to aim upwards at long range. However, the arrows are pretty powerful and can kill a red with only 1 or 2 shots depending on the difficulty. In full auto, ammo is limited. This weapon's bonus is 50 extra full auto darts. Too slow if you need to take multiple targets down fast (i.e.: high difficulty.) Don't use it unless you want to give yourself a challenge.

TK1B: Rifle. Unlocked at level 46. Single or auto. 30 bullets per clip. Severe recoil. Reload time is a tad long. Has penetration ability. High power. This weapon is somewhat inaccurate. One of the 4 available guns on a no-card machine. This weapon's bonus is an extended clip. This is the TR14, except with slightly less penetration, but more bullets in a clip. My weapon of choice on a no-card machine.

CPG7: Submachine Gun. Unlocked at level 50. Single or automatic. 20 bullets per clip. Noted as having low accuracy. This weapon's bonus is an extended clip. This SMG is actually a machine pistol and thus looks like a handgun on the weapon select screen. Nothing special.

G50: Rifle. Unlocked at level 54. Single or automatic. 30 bullets per clip. Reload time is a bit long. This weapon's bonus is an extended clip. A lower-end rifle.

Guardian I: Handgun. Unlocked at level 60. Single or 2-shot burst. 6 bullets per clip. Instantaneous reload. Yep, it's that gun from Virtua Cop 1 and 2. Is NOT compatible with a High Capacity Magazine. This weapon's bonus is 50 additional burst fire rounds. I don't know why they make the Virtua Cop guns lame. I can only imagine fans going "Oh shit! The Guardian!", then discovering how useless they are. Way to fan service, guys.

M209: Handgun. Unlocked at level 61. Single or 2-shot burst. 10 bullets per clip. Instantaneous reload. This weapon's bonus is 50 additional burst fire rounds (yawn.) Insufficient for high difficulties.

SPR3: Rifle. Unlocked at level 69. Single or 3-shot burst. 10 bullets per clip. Has penetration ability. High power. This weapon's bonus is 50 additional burst fire rounds. This is the SPR11, except with less penetration and power.

MP10: Submachine Gun. Unlocked at level 77. Single or automatic. 30 bullets per clip. Zero recoil. The reload time is a tad long. This weapon's bonus is an extended clip. Incompatible with a Compensator but no matter. My weapon of choice when taking routes containing hostages.

SR308: Rifle. Unlocked at level 85. Single or 3-shot burst. 8 bullets per clip. High penetration. High power. It can kill armored guys in 1 shot on most difficulties. Alas using burst fire requires you to mind the ammo supply. This weapon's bonus is 50 additional burst fire rounds. Another sniper rifle. You know the drill.

SG112: Shotgun. Unlocked at level 93. Single or 2-shot burst. 6 shells per clip. Like the other shotty, you've got limited 2-shot burst ammo. A bit more powerful than the M4E. The blast radius is smaller, for better (tighter spread for more damage and less chance of collateral damage) or worse (less likely to hit enemies.) The spread can easily result in property damage (cool!) or loss of innocent life (not cool.) Pellets are weak individually, but if most hit the same target they do major damage. A well-aimed shot will take down an armored foe in 1 shot on any difficulty. Although pellets have no penetration ability, blasting a shield guy straight on will likely result in striking exposed limbs and outright killing the holder. On far distances, this weapon suffers greatly: the 1 or 2 pellets that hit will do weak damage. Less likely to kill innocents but I still recommend not going into hostage filled areas. This weapon's bonus is 50 shells of burst fire ammo. Not too shabby of a weapon and fun, although not the most effective of weapons.

XMW21: Rifle. Unlocked at level 99. Full automatic except for a special exclusive mode. 100 bullets per clip. Severe recoil. High penetration. High power. LONG reload time. This weapon comes with a dot sight. This will drop reds with 1 shot on most difficulties. This gun's only true drawback is the reload time, which is the longest of the (selectable) bunch. Unlike all the other weapons, a High Capacity Magazine only increases the clip by 50% (which translates to 150 bullets a clip, which still rules everything else.) Now, this gun has a very special firing mode: grenades. These rounds will explode in a nice radius and kill anybody caught in said radius. But you only get a few, IF you do well. Be warned that the grenades take time to travel unlike bullets (which are instantaneous) so you have to fire before you normally have to. They also don't travel straight, curving downward at longer distances until hitting the ground due to gravity. Therefore you have to aim upwards at long range. The grenades are not that useful as you have to flip the firing mode trigger, which is not easy at all to do under stress, which almost eliminates its ability as an emergency weapon. This weapon's bonus is 1 grenade. It isn't quite a super weapon, but it comes close. A great weapon provided you reload carefully. Those 100 bullets will last you through any group of enemies.

CAC80: Rifle. Only available for use during sniping missions. Single shot only. Only 1 bullet per clip. Has slight penetration ability. Comes with a dot sight. Bullets can go through people but not solid objects. This weapon's bonus is nothing.

SAN92: Other. Only available for use during 1 mission. Single shot only. (What? Did you expect the Devastator from Duke Nukem?) 1 rocket per clip. This is a rocket launcher. The missiles take a while to travel so simply firing is not a good idea. Instead, the weapon can lock on to a target (like a helicopter) when you hold the cursor over it. It will take a few seconds of holding the cursor on the target before it locks. Missiles explode on contact, so make sure nothing is between you and the target. This weapon's bonus is nothing.

SAW25: Other. Only available for use during 1 mission. Fully automatic only. 50 bullets per clip. This a heavy machine gun. It has a very fast rate of fire. It can also fire grenades, which can damage anything caught in their sizable radius. Fire grenades by pressing the action button. However, grenades take time to travel unlike bullets (which are instantaneous) so you have to fire before you normally have to. They also don't travel straight, curving downward at longer distances until hitting the ground due to gravity. Therefore you have to aim upwards at long range. It takes almost 3 seconds to reload a grenade. This weapon's bonus is nothing.

Shuriken: Other. Only available in Ninja Mode for the Wii version. Single or auto. In case you don't know, shuriken are bladed stars you throw. First of all, shuriken take time to travel unlike bullets (which are instantaneous) so you have to fire before you normally have to. They also don't travel straight, curving downward at longer distances until hitting the ground due to gravity. Therefore you have to aim upwards at long range. However, you get an unlimited amount of these throwing stars and never have to 'reload'. Sadly, the ability to throw full-auto is limited. On that note, this weapon's bonus is 50 full-auto shuriken.

Water Pistol: Other. Only available in Paradise Mode for the Wii version. 20 squirts per tank. Single or 3-squirt burst. 'High' power. Instantaneous reload. Like the shuriken, the blasts of water take time to travel unlike bullets (which are instantaneous) so you have to fire before you normally have to. They also don't travel straight, curving downward at longer distances until hitting the ground due to gravity. Therefore you have to aim somewhat upwards at long range. The water is more damaging than shuriken though, killing armored chicks in 1 shot on most difficulties. Again, the 3-shot burst mode is limited. Although the meter doesn't visibly change, High Capacity Magazines DO work on this weapon. This weapon's bonus is 50 3-burst shots.





BAD GUYS:

Generic Trooper: Your typical pop-out-and-shoot-at-you gunman. On most settings they die no matter where you tag them. However, on level 14 and up, they can survive a hit from all but the high-powered weapons.

Armored Trooper: These guys are clad in red body armor. Thus they can withstand considerably more punishment than Generic Troopers. If one appears alongside Generic Troopers, you can bet he is gonna be the first to get an E-marker, although it's not definitive. A few powerful weapons can drop them with 1 shot below level 14, and the SG112 can do that one any difficulty.

Grenade Trooper: They stand in place (though often behind cover) and chuck grenades at you. They are a bit tougher than generic guys. The grenades can be shot out of the air. In a 2-player game, a grenade will harm BOTH players. After throwing a grenade, they usually run away. Some will throw 3, then pull a gun and become a normal enemy. They also exist in the armored variety. The red ones pretty much all follow the 3-nade MO. They will have the same durability as their Generic or Armored counterparts.

Knife Trooper: These bastards hide and try to surprise you by jumping out suddenly. If successful, they will vanish. They often make an audible 'shink!' as they appear to alert you. However, knowing when they appear is the best defense. Armored versions exist. They don't attack as quickly, but they are harder to kill before they slash. Again, their durability is the same as their Generic or Armored counterparts.

Shield Trooper: These guys don't appear at all on level 1 or 2. They carry shields to protect them from your bullets. However, the enemies themselves are just Generic Troopers. They have to peek out to attack and their heads are always slightly exposed. The shields deform with abuse and eventually break, so you can still eliminate them with brute force. Weapons with penetration can shoot right through the shields.





MY TIPS:

You're using a submachine lightgun. Hold it appropriately. It's not just massively ineffective to go pistol-styled, you also just plain look like a retard, which is possibly due to the fact that you're likely getting your ass handed to you.

You've got aiming sites on your weapon (if not, somebody broke it off.) Assuming your gun is calibrated right, you can use it to make tight shots easier. Try looking through it during a cutscene or the tutorial to make sure the 'don't fire' icon is within your sites. If it isn't, don't use it.

The various weapons can be broken down into 4 categories: handguns, shotguns, submachine guns, and rifles. Handguns are primarily single shot, although they do have limited burst fire modes. They come in varying degrees of power, but most have little penetration or power. Their biggest advantage is their quick reload speed. Shotguns fire in a wide radius, capable of either massive or weak damage depending on skill. They are primarily single shot, but feature limited burst fire. Submachine guns typically feature unlimited burst and fully automatic firepower. Although weak, they maintain accuracy under sustained firing and reload fast. Rifles also feature unlimited burst and fully automatic firepower. They generally are powerful and have decent to high penetration. However, they don't maintain accuracy under sustained firing like SMG's and take longer to reload. There are a few more weapons that don't fall into these categories and feature wildly different characteristics.

Now, every gun has it's use. No gun is worthless. However, there definitely are some 'better' choices for the standard player. Rifles and submachine guns are the best overall weapons in the game. Shotguns have their advantages and disadvantages, so plan your route first. Handguns are just for show. There's no reason to use one over a rifle or submachine gun, and you will have to be good to survive on higher difficulties with one.

Honestly, I can't find any difference between penetration-capable and high-penetration weapons. They both can shoot through any object. The only difference I can propose is that low penetration can't shoot through multiple objects, but that's never really required anyway. The CAC80 is the one slight-penetration gun to be confirmed.

This game is 100% scripted. When you run into a group of 3 guys and the one on the right fires (gets an E-marker) first, it is scripted. He'll always be the first to fire. Make him your first target. On higher levels, another guy may fire first, but it's all still part of a scripted order.

You can only carry 1 powerup at a time. If you really like what you've got, don't pick up another powerup.

If using a weapon with an extended clip bonus, note that the High Capacity Magazine powerup sorta overrides your bonus clip. Picking up said powerup does NOT give you a super clip. On the contrary, it actually screws you out of your bonus.

Use either single shots or bursts to attack unless in an emergency or when you don't need pinpoint accuracy. Firing full auto degrades the accuracy of almost every gun and you'll waste a lot of ammo, thus requiring you to reload more often.

Unlike other lightgun games, reload time is significant. Some weapons are much slower than the time it takes your arm to move. Reload at the wrong time and you will be powerless to protect yourself even though your gun is pointed in the right place. DON'T reload when a bad guy is on the screen unless absolutely necessary.

If playing with a buddy on higher levels, teamwork is the key to beating missions. Coordinate who gets which targets. Racing your buddy to the targets may net you all the points, but splitting up your efforts makes the odds of you completing the mission much greater. Alone, level 6+ hand-to-hand missions are quite difficult. With 2 players with set objectives, they are easily beaten.

Put some thought into your game. If you want to use a shotgun or rifle with wildly powerful shots, don't go on routes with tons of hostages.

Don't play on levels higher than 5 unless you are ready. At level 8 the game is intense. Above 10 it's a deathwish. You might be asked to continue after only 2 minutes of firefight. Also, weapons with penetration are almost required.

On the Wii version, DON'T ever pause and select "quit". You have to die or complete the game to save data, and you are always gaining experience so there's no reason to turn the game off if things aren't working out. On the same note, if playing with another person, dying and not continuing while the other person keeps going results in NO gain from your session. An oversight or uncorrectable flaw; don't waste your own time.





CHEATS/UNLOCKABLES:

New Weapons: Unlocked when you reach certain levels. Refer to my weapon list up above.

New Costumes: Unlocked when you reach certain levels, just like the guns. Anyway, here's the order...

Ghost Squad: Level 1. Your default duds, and the proper uniform of a GHOST Squad member.

Jungle: Level 1. Jungle camouflage, that is. Doesn't make any difference, like all the other costumes.

Desert: Level 7. Now you can hide in desert regions. Good luck finding one chum!

Policeman: Level 10. In case you like being a cop better than a counter-terrorist here ya go.

Tough Guy: Level 15. Adopt a Rambo-type look.

Sky: Level 18. Um, I don't know exactly what this uniform has to do with the sky. Maybe it's an After Burner reference.

WWII: Level 20. That's World War 2 for the history impaired. I don't think these terrorists are German though.

Cowboy: Level 23. Grab a six-shooter and have yourself a rootin' tootin' shootin' time.

Urban: Level 30. Yo, these colors mean you must get strapped and bust some caps in some punkass bitches. Oh wait, not that kind of urban. This is urban warfare gear.

Virtua Cop: Level 34. The uniforms of Rage and Smarty from Virtua Cop 3. Use in conjunction with the Guardian. My favorite costume.

Future Warrior: Level 38. In the future, GHOST Squad will use this uniform. So why wait?

Ninja: Level 50. Pretend you're Joe Mushashi, always powered up. Not for the purists.

Panda: Level 60. Purely a joke costume.

Gold: Level 99. Lets everybody know that you have reached level 99. Or you're playing Evolution and it means jack. Take it off you poser.

New Ranks: Unlocked when you reach certain levels. These just demonstrate how much you played this game. I probably forgot some but eh.

Private: Level 1.

Chief Warrant Officer: Level 15.

Captain: Level 23.

Lieutenant Colonel: Level 30.

Colonel: Level 34.

Brigadier General: Level 38.

Major General: Level 43.

Lieutenant General: Level 50.

Marshal: Level 99.

Wii only:

Ninja Mode: Beat the arcade mode. In this mode, you wear ninja outfits, use special shuriken weapons, and the enemies and certain objects have been changed to slightly more Feudal Japan stuff.

Paradise Mode: Beat the Ninja Mode. In this mode, you get a water pistol, the enemies are mostly bikini-clad women, and certain objects are more... happy.
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