Rampage: World Tour/Walkthrough

Once you have inserted your coin into the cabinet of Midway Games's 1997 arcade game Rampage: World Tour, and pressed one of the Start Buttons, the text "PRESS START AGAIN FOR LONGER LIFE!" will appear on the screen if you have inserted more than one coin; each inserted coin and press of the Start Button will give an extra life to your chosen mutant (up to a maximum of ninety-nine lives). The following text will then appear on the screen:

C:\>LOCATION: SCUMLABS RESEARCH FACILITY TOXIC HOLLOW, ILLINOIS TIME 6:32 AM

C:\>SYSTEM FAILURE! RESEARCH TECHNICIANS EXPOSED.

C:\>GENERAL PUBLIC NOT AT RISK.

The text "PEORIA. Destroy all buildings to advance to the next city. Day 1." will then appear on the screen, before it cuts to an enhanced version of that city that opened the original Rampage; there are now six buildings in it, and the mutants must start destroying them immediately as the various civilians, policemen and soldiers either run for their lives, or begin firing shots and throwing dynamite at them. As in the original, there is no real way to avoid a lot of the attacks directed at the mutants due to their size, but they can eat them to boost their energy - however, they will occasionally spit them out shortly after if they did not taste good. The soldiers shall also show up in helicopters to pepper the mutants with machine-gun fire or even drop bombs on top of them (if these bombs land on a building they'll weaken it); if the mutants jump on a weakened building, it will collapse. They will also show up in tanks to fire shells at the mutants (as will some of the police forces, but in cars and boats, for their respective cities) - and when the ground has rails on it, Trains may even come into view from either side of the screen. As in the original you will also find several items inside the buildings; some can be collected for extra points, some eaten for extra energy, and some punched away as weapons, but others can drain your mutant's energy if they're eaten or punched. There are far too many to be described upon this page (so you will have to find out which ones are which for yourself) - however, hourglasses are worth more time, televisions displaying exploding or screaming faces will give your mutant the "Hot Loogie" or "Death Breath" powers which can be utilized by pressing the Kick Button (and will cause your mutant to spit fireballs or breathe out while screaming for its duration), bears, dolls and bones are worth a "Security Bonus" (which will prevent your mutant's energy from decreasing), and boxing gloves, weights and barbells are worth "More Power". If one of the mutants finds a US flag, then punches it, it will spin around and change to that of another country, in the following order: United Kingdom, France, Spain, Italy (reversed), Greece (wrongly coloured), Germany, Denmark, USSR (even though it disbanded, in 1991), Japan, Australia, South Africa (prior to 1994), Brazil, and Hungary (with a blue cross in the centre); at the end of that day, all three of them will then be sent on a "World Tour" to the country it represented, after it had stopped being punched long enough for that text "WORLD TOUR!" to appear on the screen (by riding on jumbo jets while flying through Scumlabs airships and hot-air balloons and eating balloon-holding civilians for extra points, but avoiding bombs). While in another country, the mutants must seek out and destroy the sixteen Scumlabs secret nuclear research facilities - and at the end of the last day in it you will be greeted by Scumlabs' cigar-smoking CEO, Eustas DeMonic (instead of Dr. Veronica). A smoking "X" will be on the country the mutants were in on his map, to indicate the destruction of its secret nuclear research facility; at the end of all other days, "Property Damage" is multiplied by 100, "People" by 200, "Food" by 500, "Vehicles" by 1000 (and if there's more than one player, "Buddy Bashing" is also calculated just for fun). Once one of the mutants has run out of energy (and lives), he (or she, in the case of Lizzie) will de-mutate back into a naked human and walk slowly off the side of the screen - and the remaining mutants shall then have the chance to eat him or her, for extra points. If the mutants should take too long over destroying a city, an evacuation siren will sound; if they can't finish destroying it quickly enough, the text "(CITY NAME) EVACUATED. XX% DESTROYED." will appear on the screen (XX being the percentage of the city they did destroy) instead of "(CITY NAME) TOTALLY DESTROYED" before all bonuses are tabulated. The mutants can also fly - if you make yours jump off a building, then repeatedly press your Jump Button, he or she will flap his or her arms like wings.

If your mutant should grab a calculator then grab a bonus item, it shall multiply its effects; if they collect a Scumlabs logo (triangle), it shall immediately destroy all the vehicles in the city. If they find a rubber duck and punch it to make it quack five times, the evacuation siren will immediately sound - and eating specific types of animals shall cause allergic reactions in each of the mutants. For George (1P) it is dogs, while for Lizzie (2P) it is birds, and for Ralph (3P) it is cats - and if another player's mutant should punch yours in the face you can push the joystick down and press the Kick Button to make him (or her in the case of Lizzie) bellow at the other mutant and leave them dazed. The tables below chart the three mutants' journey across the world with cities' locations, building counts, and other notes; however, the day number varies after the first "World Tour", depending on the country it was to.

Days 4-6 ("Hungary" - really Nepal/India)
Although the flag looks like that of Hungary (with a blue cross in the centre) when punched twelve times it is actually supposed to represent that of India.

Days 9-18 (World Tour 2)
Scroll back up to the appropriate "Days 4-X" section above for your next "World Tour"; at the end of it, Eustas DeMonic will have another "X" on his map.

Days 14-28 (World Tour 3)
Scroll back up to the appropriate "Days 4-X" section above for your third "World Tour"; at the end of it, Eustas DeMonic shall have a third "X" on his map.

Days 19-38 (World Tour 4)
Scroll back up to the appropriate "Days 4-X" section above for the fourth "World Tour"; at the end of it, Eustas DeMonic will have a fourth "X" on his map.

Days 24-48 (World Tour 5)
Scroll back up to the appropriate "Days 4-X" section above for your fifth "World Tour"; at the end of it, Eustas DeMonic shall have a sixth "X" on his map.

Days 29-58 (World Tour 6)
Scroll back up to the appropriate "Days 4-X" section above for a sixth "World Tour"; at the end of it, Eustas DeMonic will have a seventh "X" on his map.

Days 34-68 (World Tour 7)
Scroll back up to the appropriate "Days 4-X" section above for seventh "World Tour"; at the end of it, Eustas DeMonic will have an eighth "X" on his map.

Days 39-78 (World Tour 8)
Scroll back up to the appropriate "Days 4-X" section above for the eighth "World Tour"; at the end of it, Eustas DeMonic will have a ninth "X" on his map.

Days 44-88 (World Tour 9)
Scroll back up to the appropriate "Days 4-X" section above for your ninth "World Tour"; at the end of it, Eustas DeMonic will have a tenth "X" on his map.

Days 49-98 (World Tour 10)
Scroll back up to the appropriate "Days 4-X" section above for tenth "World Tour"; at the end of it, Eustas DeMonic will have an eleventh "X" on his map.

Days 54-108 (World Tour 11)
Scroll back up to the appropriate "Days 4-X" section above for eleventh "World Tour"; at the end of it, Eustas DeMonic will have a twelfth "X" on his map.

Days 59-118 (World Tour 12)
Scroll back up to the appropriate "Days 4-X" section above for twelfth "World Tour"; at the end of it Eustas DeMonic will have a thirteenth "X" on his map.

Days 64-128 (World Tour 13)
Scroll back up to the appropriate "Days 4-X" section above for a thirteenth and final "World Tour"; at the end of it, Eustas DeMonic shall have a fifteenth "X" on his map. All remaining days will take place in the United States - unless you use a secret cheat to reach one of the "hidden" days from Fairbanks.