Blazing Lazers Cheat Codes & Secrets
Complete collection of cheat codes, passwords, unlockables, and hidden secrets for Blazing Lazers (1989).
Stage Select
Blazing Lazers has no password system — it’s a pure arcade-style game with nine areas played from start to finish. However, a stage select code lets you begin at any area.
Stage Select Code:
At the title screen (do not press Run yet), hold Select and simultaneously press Up or Down on the d-pad to cycle through the nine available starting areas. The area number will increment on screen. Once your desired area is displayed, press Run to begin the game from that point.
| Input | Effect | Notes |
|---|---|---|
| Hold Select + Up/Down at title screen | Cycle starting area (1–9) | Release Select before pressing Run |
| Press Run after selecting area | Begin game at chosen area | Score starts at 0 regardless |
Note: Starting on a later area does not grant the weapon upgrades you would have accumulated in earlier stages — you begin with your default loadout. Area 6 onward is significantly harder without leveled weapons.
Extra Continues
By default, Blazing Lazers gives you a limited credit pool. There is a documented trick to increase the number of continues available before starting a run.
| Input | Effect | Platform |
|---|---|---|
| Hold I + II + Up at title screen, press Run | Begin with additional continues | TurboGrafx-16 |
Hold all three inputs simultaneously before the title screen animation completes, then press Run while still holding them. The game will not display a confirmation — simply proceed and you will notice extra credits available when your lives run out.
Weapon System Deep Cuts
Blazing Lazers features eight distinct weapon types, each upgradeable through multiple levels by collecting repeated power-up capsules of the same color. Understanding the hidden behavior of the weapon system is as important as any cheat code.
| Weapon Type | Color | Best Used In | Max Level |
|---|---|---|---|
| Cyclone Laser | Blue | Open areas, wide spread needed | 7 |
| Photon Torpedo | Red | Concentrated boss damage | 7 |
| Lightning | Yellow | Enemies approaching from sides | 7 |
| Snake Laser | Green | Curved enemy formations | 7 |
| Homing Missiles | Purple | Dense mid-stage encounters | 7 |
| Neutron Bomb | Orange | Area 5–7 boss phases | 7 |
| Blast Bomb | White | Clearing bullet clusters | 7 |
| Energy Blade | Cyan | Close-range specialists | 7 |
Weapon Preservation: When you die, you lose all weapon levels but retain the weapon type. Immediately grab any same-color capsule before enemies overwhelm your weakened ship to partially restore your power before the next wave.
Special Weapon Stacking: Your secondary special weapon (the screen-clearing bomb) charges independently of your primary. In later areas, resist using it on weak waves — save the charge for Area 8 and Area 9 boss phases where the damage output is critical.
Beneficial Glitches and Exploits
Enemy Spawn Suppression
Blazing Lazers, developed by Compile, shares engine lineage with Zanac and Gun-Nac. Like those titles, enemy spawn rates and density are partially dynamic — the game’s internal difficulty meter responds to how aggressively you fire. Holding down the fire button continuously throughout a stage escalates the spawn rate. In particularly brutal sections of Areas 7–9, brief pauses in firing (~0.5 seconds) can reduce the density of the next incoming wave. This is especially useful during the multi-boss gauntlet that closes Area 8.
Power-Up Camping
Power-up capsules in Blazing Lazers do not despawn — they scroll off the top of the screen and disappear, but they do not vanish on a timer while on screen. In several fixed sections, particularly the mid-Area 4 corridor, enemies drop capsules faster than a player can collect them without repositioning. Hovering near the bottom of the screen and letting capsules stack while you clear enemies before collecting in bulk is a legitimate technique to level-jump your weapon faster than intended.
Score Multiplier via Specific Weapon Use
Certain enemy types in Areas 5 and 6 yield bonus point values when destroyed by the Photon Torpedo (red weapon) at maximum level. This is not a glitch per se, but an undocumented scoring mechanic that experienced players exploit for high-score runs. Maintaining red weapon at level 7 through Area 5’s mid-boss corridor can yield roughly 30–40% more points than other weapons against that specific enemy class.
Sound Test
A sound test mode is accessible without modifying gameplay:
| Input | Effect |
|---|---|
| Hold II + Select at title screen, press Run | Access sound test menu |
Use Up and Down to cycle through BGM tracks and sound effects. Press I to play the selected sound. Press Run to exit back to the title screen. This mode is useful for emulator users who want to identify the soundtrack or confirm their audio emulation is correct.
Developer Easter Eggs
Blazing Lazers was developed by Compile, a studio known for embedding hidden content in their shooters throughout the late 1980s. The following have been documented by the TurboGrafx preservation community:
Gunhed Film Tie-In Text: The Japanese release (titled Gunhed) is based on the 1989 Toho film of the same name. In the Japanese version, the attract mode includes scrolling text referencing the film’s setting. The North American Blazing Lazers release removes this text, but the unused string data remains in the ROM. Players using a ROM editor or memory viewer can find the original Japanese film credits embedded in the cartridge data.
Compile Staff Hidden Reference: A static string referencing Compile’s internal development team designation exists in the ROM data at a fixed offset. It is not displayed during normal gameplay but is visible via ROM inspection — consistent with Compile’s habit of signing their code in titles like Zanac and Aleste.
Area 9 Final Message: Upon defeating the Area 9 final boss and viewing the ending, the game displays a brief staff message before looping. The Japanese version includes an additional line from the development team not present in the US localization. Completing the game on the hardest effective difficulty (reaching Area 9 without using the stage select) triggers the full ending sequence.
Quick Reference
| Code / Technique | Input | Effect |
|---|---|---|
| Stage Select | Hold Select + Up/Down at title, press Run | Choose starting area 1–9 |
| Extra Continues | Hold I + II + Up at title, press Run | Additional credits |
| Sound Test | Hold II + Select at title, press Run | Browse BGM and SFX |
| Spawn Suppression | Brief fire pauses in Areas 7–9 | Reduce enemy wave density |
| Weapon Preservation | Grab same-color capsule immediately after death | Partial weapon level restore |
| Score Exploit | Maintain red weapon Level 7 through Area 5 corridor | ~30–40% bonus points on key enemies |
All inputs assume the standard TurboGrafx-16 controller: D-pad, I (right face button), II (left face button), Select, and Run. These codes function identically on a PC Engine with the original Japanese ROM.