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PSX Lomax Level Codes

[Deutsch] Die in der nachfolgenden Tabelle enthaltenen Codes sorgen dank 31 Leben und 3 Continues für streßfreies Spielen aller Level von Lomax. Level 1 bis 21 sind die normalen Level; Level 22 ist die Bonus-Welt. Viel Spaß!

[English] The table below gives all the level codes needed to get the most out of the game. Each one gives you 31 lives and 3 continues which should be enough to complete each level. Levels 1 to 21 are the normal game levels, while level 22 seems to contain the bonus levels.

I found the codes myself - one evening I was sort of frustrated by the game, so I sat down to figure out how the password system worked. In retrospect it turned out I wasted some hours in vain on it - Video Games magazine had already printed those in their 1/97 issue. Well, serves me right for not reading the Tips & Tricks section ;-)

1 XXAAXADX 2 DXOAXADX
3 OXDAXADX 4 AXXAXADX
5 XDAOXADX 6 DDOOXADX
7 ODDOXADX 8 ADXOXADX
9 XOADXADX 10 DOODXADX
11 OODDXADX 12 AOXDXADX
13 XAAXXADX 14 DAOXXADX
15 OADXXADX 16 AAXXXADX
17 DXAADADX 18 XXOADADX
19 AXDADADX 20 OXXADADX
21 DDAODADX 22 XDOODADX

(Note: If you read this via a text-only browser, A is the triangle, D is square, O is circle and X... well, you get the idea :-))

Online CGI Code Generator

You can create any valid level code using this Lomax Level Code Generator. Of course the JavaScript version below is much more fun to use :-)

Online JavaScript Code Generator

This is something I threw together the other day in order to get some experience in JavaScript. Seems to work fine, even though it's my first program ;-)

Stage: Lives: Continues:

? ? ? ? ? ? ? ?

How did I do it?

I started out by making a list of my rightfully gained passwords and then went on to augment it by guessing other passwords. At first, the guessing bit was hard since there are only 2046 valid codes in all of the 65356 possible combinations. But luckily I spotted a pattern early on - codes for the same level with the same number of continues but a difference of one life seemed to vary only in two digits. By fiddling with these two digits in other codes I was able to find more codes. Once I had started to assemble lists of "adjacent" codes - codes for the same level with the same number of continues but a different number of lives for example - I was starting to see patterns in the ways the digits changed. This enabled me to complete the sequences and find some more codes. The patterns also told me how the individual parameters were involved in the creation of each digit. The rightmost digit for example proved to encode the number of continues - which can be either 0, 1, 2 or 3. I used this relation to establish a translation from symbols to values. The next two digits gave the bits 1 through 4 of a 5-bit value which encoded the number of lives. The two after the next digit were straight encodings of the level number. With five digits out of eight explained, finding plenty new codes was rather easy. After I had gathered 50 representative codes or so, I could then formulate prognoses for the generation of the remaining three digits. To prove them, I wrote a small C program to generate possible codes. By cross-checking my generated codes with the game I was able to iron out the last kinks. If you´re interested, here´s the code. It´s far from optimized, and there´s possibly a much neater way to get the same result. Still, once it worked I saw no reason to improve on it.


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Thomas Bätzler, Thomas@Baetzler.de
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