Thursday, February 28, 2013

DeceasedCrab plays ActRaiser - Part 19 of 21

Epic music is epic!

Northwall - Act 2


Welcome to the last level in the game before the grand finale. Here, you'll be climbing up the great tree of Northwall, defeating enemies and collecting points as you go.

First of all, just like Act 1, Act 2 gets its own music that you won't hear anywhere else...and it is amazing. Reminds me of the Death Star attack run music from Star Wars.

Anyway, go up and to the left at the beginning to get another 1-Up.

Aside from the birds now dropping caterpillars on you, there are some all-new enemies here. The yellow ice jotuns are not only faster than their blue compatriots, they're also more impenetrable (they take three hits to go down) and more accurate as well (they may throw their axes high or low, but they always throw them straight). There are also mold-like sets of bubbles that shoot spores at you - you won't have a choice but to stay from them, since you basically can't hit them at all.

Before you reach the top of the second section, you'll find an opening on the right that takes you to another 1-Up.

The third section has bubbles. The green ones take you upwards, the blue ones can't hold your weight, and the yellow ones do nothing but damage you with projectiles when they burst.

Unless you can jump on and off of them so fast that they don't bend, don't bother riding the blue ones.

The boss here is an ice wyvern. It will swoop down from the sky to attack, but sometimes it'll stay put in mid-air to attack you with its ice breath (which also does splash damage with the ice crystals when it hits the ground.) When it prepares for the ice breath attack, get under it and jump slash it twice. If you're careful, you can attack it as it swoops down without getting hit.

When you beat Act 2, the game will shift to a mountain range in the sea, where a volcano will rise from the ocean. This is Death Heim, and it is in the upper-right corner of the world map. The final battle takes place here, but don't get your fingers dirty just yet. Instead, head back to Northwall and max out your population. When you hit 4600 people, you'll hit Level 17 and your original strength will be restored! If you've gotten the maximum population in all cities, you should have 4652 people - the highest world population you can get. You don't get anything for maxing out the entire world, but it's still an accolade in itself.

If you stick around after the people of Northwall are immediately able to fish, you'll receive another spell as an offering - Magical Light. With this spell, a light shines down on the avatar, then it splits in half and both travel down their own half of the screen taking out anything in their path. Wicked!

DeceasedCrab plays ActRaiser - Part 18 of 21

NORTHWALL HATES YOU

After a while, the people of Northwall will complain they're cold. If you haven't done so already, go to Aitos and get the Sheep's Fleece, then use it in Northwall.

You'll also get an extra life in the form of an offering as you build the town. What are you waiting for? Take it!

They'll also tell you that they're able to build bridges after sealing the two lairs in the west side of Northwall. Guess you won't have to go back to Fillmore, then...

The people will also discover the tree near the frozen lake eventually. They'll find another MP near it and offer it to you.

If you melt the frozen lake in its entirety with the Sunlight, the people of Northwall will be able to fish.

After sealing all the lairs, you'll be able to access Act 2. A monster has appeared from the tree, and the people of Northwall are troubled!

Wednesday, February 27, 2013

DeceasedCrab plays ActRaiser - Part 17 of 21

You think this music is epic? Wait until Act 2!

Well, there's one more land left to develop, and that land is Northwall. It's pretty obvious which one it is - the frozen land in the north that is covered in snow. Once you've gotten both Kasandora and Maranha to maximum, go down there and fight some monsters!
 

Northwall - Act 1


Well, this is some nice music, isn't it?

Right from the get-go, this level is hard. Birds dropping ice on you, gargoyles shooting fireballs and ice jotuns throwing axes all want you dead.

The ice jotuns also block your swords shots with crude shields as they step back. Wait for them to stop blocking, then get back on the attack.

The second section is a cave. Inside are eyeballs that appear and reappear, moving through the air in-between appearances, sometimes running into you. Bats also fly out at you as well.

The falling blocks from the first section that are over the spike pits make another appearance in the second section. Just remember that they only crack and break when you step off of them...kinda like the Donut Blocks in Super Mario Bros. 3, except better.

You'll have to stand on ice floes to cross the pools of water, timing your jumps from one ice floe to the next while avoiding spikes and giant icicles that fall from the ceiling. If you jump into the second pool of water and go all the way to the right, though, you'll find a 1-Up.

In the third section, you'll have to ride on the ice platform that zips throughout the beginning of the section to get over a pit of spikes. before you do, jump up the platforms near the spike pit to obtain another 1-Up. The ice platform reappears every so often, so wait near the beginning of the third section for it to show up again. When you're over the pit, jump up onto the platforms above it. The statue nearby gives you points, while the one right after it has a Bomb that will take out the three eyeballs...if they're on-screen, that is.

There's an apple near the end, thankfully. The boss is easy, but the level overall can be a pain the neck.

The boss here is a blue demon with wings, armor and no lower half. For once, I have to agree with DeceasedCrab...this is the best boss design I've seen all game. (The Centaur from Fillmore Act 1 is a close second.) Run around to avoid his fireballs as well as the ripples they make in the water, and clock him when he stands there. He's pretty easy to beat without magic.

When you finally enter Sim Mode, get right to work melting the snow with Sunlight. You'll be able to build the town and both uncover and seal monster lairs doing this.

The bad news here is that the floating skulls from Aitos are back...and this time, they have two lairs to attack from! Once again, the sooner you seal them off, the better. Bombs are still useful, especially here, and even though the skulls take two hits to kill with Strength of Angel, it's a hell of a lot better than eight.

DeceasedCrab plays ActRaiser - Part 16 of 21

AND DECEASEDCRAB WAS MAD AND ANGRY

The boss here is a six-armed snake floating on a rock. Some sort of character from Hindu mythology, perhaps?

He'll send platforms with spikes on the bottom down on you, which you can stand on briefly and get a few shots in. He'll also send out lightning blasts that surge through the ground after you, so be ready to jump. If you're under him, spikes will protrude from the bottom of his rock and he'll drop down. If you move out of the way at the right time, you can definitely hit him a couple of times.

Magical Stardust works very well here. If you can keep the boss between the right side of the screen and the center, you can get the most hits in.

When you cure Kasandora of the plague, they'll find an ancient tablet in the upper-left corner of the town, near the drawing of the bird on the ground. Use it in Marahna to receive another spell - Magical Aura. (They'll find it where the tree you zapped was.) This spells works like a shield...sort of. The four orbs of this spell close together for a bit before they spread out, destroying anything in their path.

Tuesday, February 26, 2013

DeceasedCrab plays ActRaiser - Part 15 of 21

Easy to grow...hard to tame. That's Marahna for you.

After a while, the people of Marahna will tell you about the herbs on the island that van cure any plague. They'll offer it to you. You should definitely take it, as using it in Kasandora will cure people of the plague and get that town going again.

Once you've fully built both Kasandora and Marahna, you should be close to your original strength - Level 15, I believe.

When you seal all the Monster's Lairs in Marahna, you'll have a problem - your people have deserted you! You'll gain access to Act 2, where you'll enter the temple and get your people back!

Interestingly, they'll still build after you've sealed all the lairs. Use this to your advantage to get to Level 15.

If you go to the bird-shaped island and use Lightning on the "right wing," one of the trees disappears. You'll see why soon enough...

Marahna - Act 2


There's a lot of weird enemies in this temple - snake-like things that jump around, flying blue lizard things, statue heads that spit darts, flying mummy heads and...Grim Reapers wearing pink. What, are they female?

When you reach the end of the second section, the path branches. Either way, you'll still meet the boss, but if you go left you'll meet the flying mummy heads.

In the third section, you'll see pairs of balls move around and create barriers of lightning between each other. The pink ones always move vertically while the blue ones move horizontally. Keep that in mind, since the orbs are indestructible.

My Review for WWE Smackdown vs Raw 2010

When I first picked this game up, it had been a long time since I had last played a wrestling game (the last one being WWF No Mercy for Nintendo 64), and I had no clue as to how different wrestling games had become since the last generation or two of video game consoles. The only thing that seemed familiar to me was that it had the THQ logo slapped on it.

When the game loaded up, the first thing I saw was the game's training mode, which let you press Start at any time to access the rest of the game's modes and features, including the Training Checklist. This was a sight for unknowing eyes, as this was my first time playing the game and had no idea what to expect except for John Cena and Triple H to be in the game. Once I got used to the controls, however, the game became very enjoyable, and I cannot wait to see how future editions of the game turn out.

Long story short: This makes me want to play SvR 2011.




Graphics: 9/10

The arenas are pretty detailed, and the wrestlers' virtual selves look really close to their IRL versions. Some of them look a little funny, but other than that, their images are basically authentic. The Titantron videos are there, and the visuals for those are crisp as seeing WWE live and in person.

The crowd looks better compared to last year (from what I've heard), but they still look like they're stuck in the N64 age. Nevertheless, the game looks great.




Sound: 10/10

What would this game be without sound? Not very interesting, really, and it's a good thing that the sound keeps it exciting. All the theme songs are there, and the crowd reacts quite nicely when the action gets exciting, and react to certain moves like knife edge chops just like in a real event. The wrestlers grunt when attacking, being worn down by submissions, and getting hit, and the announcers for all three brands (yes, ECW is featured) are there as well. Jerry Lawler and Michael Cole as well as Tazz and Jim Ross are in fine form, but Matt Stryker and Todd Grisham are pretty interesting.

Some of the voice acting from the WWE Superstars in Road to WrestleMania is hilarious, if not well-read. They may speak a little softer than in a real WWE event, but the mood is there. Don't be surprised if you find yourself laughing at some of John Cena's comments or The Miz and John Morrison's Dirt Sheet antics.




Gameplay and Control: 9/10

This, as I said earlier, is the big thing I was worried about when I put this game in for the first time. Would they be great or awful?

I'm glad they turned out well.

The controls allow for a wide range of attacks and actions, just like in the N64 titles. Unlike the N64 titles, you have more grapple moves than ever and all the strikes hit pretty hard. There is a more realistic scope of attacks than back then.

The characters still "snap in place' sometimes for some attacks (the most obvious one being John Cena's Five Knuckle Shuffle) and sometimes you'll find yourself hitting the referee on accident because he couldn't get out of the way...blame the targeting systems, since there really isn't a "perfect" one yet.

Other than that, the game controls fine, and it feels like you're really there. Also, the four difficulty levels are quite well-balanced, so don't worry about getting smacked around too hard on Legend (even if the more complex matches, especially 6-Man battles, become completely insane at that point).




Presentation: 10/10

Create-A-Superstar Mode is as detailed and in-depth as ever. No surprise there. Whether it's creating as close a replica of yourself or re-creating a classic WWE wrestler or video game icon, making your own characters has never been so in-depth or easier. You'll be spending as much time in Create-a-Moveset, deciding whether to have your split image pull a German Suplex or go for a Russian Leg Sweep.

The menus are minimalist here; they're not flashy or anything, but at the same time it isn't all cluttered up and everything's easy to read.

The arenas look pretty good, and Yuke's has gotten just about every detail down to the ring post decals to perfection. The commentary is interesting (as always), and there are more than enough match variations and game modes to keep you entertained.



Replay Value: High

Even though you'll be playing the following year's edition, you'll still be playing this one for a while, simply because of all that you can do. With the ability to play online as well as upload highlight reel videos to YouTube, there's more to do than ever before outside of the squared circle.

Say what you want...SvR 2010 has given the fans more of what they want.



Final Score: 9.5/10

A few control gripes aside, this one will definitely make you want to play SvR 2011...and probably keep you from wanting to part with it at your local GameStop. All in all, this is a great game.

Monday, February 25, 2013

DeceasedCrab plays ActRaiser - Part 14 of 21

Well, if you've ripped Aitos a new one, you should definitely have 802 people.

It's now time to go to Marahna. It's that chain of islands on the southern part of the world map.

Marahna - Act 1


The enemies in these swamp-infested ruins are stranger than ever. Aside from snakes and birds, there are fat bearded midgets with bombs and blow darts, blue slimes, headless men with spears...and totem poles. The green ones simply bounce around, while the blue ones stay in one place and spit arrows at you.

The boss here is a huge carnivorous plant. Hit the center of it with the sword, and avoid the vine that follows you across the ground. Magical Stardust isn't very effective; you'll have better luck with the fireball. The blue balls can be destroyed, but their appendages are just as annoying.

Once you're in Sim Mode, use Earthquake. You'll connect two of the islands together, making it easier to seal one of the lairs.

You'll be clearing palm trees with lightning and the swamps with sunlight, but you'll be restricted by the size of Marahna when you're also fighting monsters. Use Strength of Angel to destroy all the monsters with a single arrow temporarily.

The people will eventually mention a temple. Not only does this thing look somewhat like Angkor Wat, it's evil and enticing, as you'll soon find out...

DeceasedCrab plays ActRaiser - Part 13 of 21

DeceasedCrab is wearing pants. Just letting you guys know.

From here on out, Aitos and the next two worlds will be relatively easy to maximize. Just plant Wheat, bring all the house to Level 3, get the needed combined points for both acts, and there you go.
 

Aitos - Act 2


You're finally in the volcano.

The lava kills you instantly, so stay out of it.

Hit the rocks that jump out the volcano three times before split apart in order to get more points.

The eye clouds are weird. They fly toward you, but when you hit them, they shrink and fly in a circle, making them harder to hit. They go down after a third strike, though.

The background in the second section is pretty wicked. Not only are those the largest stalactites I've seen anywhere, the Mode 7 in the background makes for some pretty interesting heat effects.

You'll have to be quick with the last few platforms here, as they all go up and down and the last few sink into the lava.

The third section has samurai with bows and flaming arrows. The arrows are fast and come frequently, so be ready to strike them with your sword or jump over them.

You'll have to time your movements carefully to avoid being burned by the flames of those giant statue heads...but at least you'll be able to refill your health once you're at the second set!

The boss here is a wheel with fireballs and an ogre's face. He'll follow you across the arena and try to mow you down. Keeping him at the bottom, using ducking slashes and staying out of his way helps, but staying at the bottom and using Magical Stardust puts him out of his misery without any damage to you.

Sunday, February 24, 2013

DeceasedCrab plays ActRaiser - Part 12 of 21

*sigh* More Sim Mode.

Take out the lair with the skulls as soon as possible. Use your Bombs on them if you have to, since they're annoying.

After sealing two lairs, a dying man will show up at the temple. Use Rain on the Temple so he can die in peace.

The people here will have horses after a while. Not sure if it has anything to do with the storyline or even the village, but okay...

When the wind stops blowing, send the Wind to get the windmills going again. The absence of wind stops population growth, so when it happens, drop all you're doing and use Wind.

The people of Aitos will also make clothes out of sheep's fleece, and will offer it to you. Don't take it yet, you'll need it later and you might need the inventory space for some Bombs or Strength of Angel.

The people will also refine their mountaineering skills enough to find another MP and offer it to you.

When you seal all the lairs, the volcano will erupt, allowing you access to Act 2. For some strange reason, they'll still build...but a lack of wind stops population growth while a volcano eruption doesn't? Gee, thanks, game.

DeceasedCrab plays ActRaiser - Part 11 of 21

Are you ready for volcanoes, floating skulls...and bamboo?

You may be able to get another scroll as an offering, after the townsfolk find it in the foot of the mountains due south. It's an MP, so take it.

After you've found the missing man and completed Act 2, Kasandora will fall victim to a plague, stopping population growth. You won't be able to do anything about that for now.

Head to the land north of Kasandora, on the other side of those mountains. You know, that land with the volcano. This is Aitos. Go there and fight monsters.

Aitos - Act 1


Well, this is a change of scenery if ever there was one.

You're now traveling across the sides of volcanic mountains. Don't fall down, don't get burned, and definitely watch out for bamboo. Yeah. Bamboo.

Speaking of bamboo, the first significant thing you'll notice here are bamboo blades that drop down from over your head when you get close.

Once you're out of the bamboo field, you'll come across a platform held by strings held by two white doves. Take a ride on it, but be sure to drop down to fight enemies and get power-ups. Don't let them take off without you!

Along with the blackbirds that fly into you, there are small skulls that sit there in mid-air. They can be easily taken out with the sword, thankfully.

Once you jump off the chariot, you'll be playing a little bit of Donkey Kong, as hands rise from the ground to throw boulders at you. Avoid the boulders and hit the hands.

Also, DeceasedCrab's idea of an online Donkey Kong needs to be implemented, because it is awesome. I'm looking at you, Nintendo.

Another new enemy you'll have seen by now is some sort of birdman that throws tornadoes at you. He's not that difficult, since he doesn't really move around, but you can hit his tornadoes.

Drop down into the volcano, being sure to avoid the fireballs that rise up from the lava. There are some points to the left at the bottom, so pick them up if you want maximum population.

When you reach the waterfall, it's just a bunch of platforms that separate you from the boss. The first statue has a Bomb, the second one has full health, but the third statue has a power-up that lets you shoot waves of light out of your sword. Pick this one up; it's very useful against the boss and it's pretty cool.

To beat the boss here, hit in the head with the waves of light. Magical Stardust is useful only if it's about to run into you, since you're invulnerable when you cast it. The spell won't do much damage, so stick to your sword.

Now that you're in Sim Mode, use the lightning to get rid of the rocks. You'll be able to build more houses and even find lairs.

There's a new enemy here - the floating skulls. If you're not using Strength of Angel, they take eight arrows to kill. A Bomb also works well. These things will cause earthquakes that kill people and destroy houses, so the quicker you can get rid of them and seal their lairs, the better!

They'll also try to run into you if you're close enough, so watch out! Their touch can take quite a bit of the Angel's health down, making it easier to be temporarily taken out of commission in the later towns.

Saturday, February 23, 2013

DeceasedCrab plays ActRaiser - Part 10 of 21

By the time we're done here, we'll be three-fourths of the way through with powering up to maximum level! Yay!

 When you use the Harmonious Music in Bloodpool, they'll not only get back to building, they'll give you more stuff!

The people of Bloodpool will go water-faring like the people of Fillmore, but go even farther to the point that they navigate the oceans and invent a navigational device called a compass. They'll offer one to you. Take it, and use it in Fillmore. The people of Fillmore will learn to fish, and if you stick around for a minute, you'll earn another extra life as an offering.
 

Kasandora - Act 2


If you were expecting anything different from the usual Egyptian/pyramid-themed level, this isn't the droid you're looking for. Move along.

The enemy roll call here consists of King Tut masks on the walls that spit (destroyable) arrows, snakes, mummies, balls of electricity and red scorpions with the head and torso of a human soldier...weird. There are also birdmen that hold their swords like you do and slash low when they're close enough. Jump and hit with these guys. The red ones are worse than the blue, since they can jump clear over you, take more damage and shoot projectiles out of their swords.

The beginning of the second section is pretty wicked. There are gold obelisks and giant Anubis statues amidst a black background - pretty interesting for a Super NES launch title as well as an indicator as to what was to come with the system. There's also another extra life at the end of the moving platforms, just before you drop down.

The blue tiles in the beginning of the third section trigger the traps on the ceiling that shoot rocks down at you, so jump over them as you fight enemies.

When you reach the platform that moves up and down after the mummies, jump when it goes down the spikes - they're instant death here.

The boss here is a giant King Tut mask. Run under it so it tries to crush you, then hit it while avoiding it sends toward you - when it hits the wall, it creates a miniature King Tut mask that spits an arrow at you before it disappears. Either way, this is an easier Act 2 boss than the Minotaur, that's for sure.

DeceasedCrab plays ActRaiser - Part 9 of 21

Darn it, DeceasedCrab, now you've got me wondering why people are enticed by evil pyramids...

If you send rain onto the northernmost end of the desert, you'll find the lair for the red demons, as well as some strange pyramid. Hmmm...

When you rescue the man lying on the ground, the people will tell you he is dead, but he was also holding a scroll in his hands, which they offer you. It's an extra MP, so take it.

They'll also offer you Harmonious Music when you rescue the missing man. Take it and use it in Bloodpool to get the town's growth going again!

If you use Earthquake after the pyramid has been unearthed (you'll need to level up enough before you can do this), you'll get an extra life as an offering.

Kasandora isn't too hard to get the maximum population in at all, especially if you build fully before you rescue the missing man. Replace the corn fields with the wheat from Bloodpool and you should be good to go for an easy 874 additional people.

Friday, February 22, 2013

DeceasedCrab plays ActRaiser - Part 8 of 21

Another obligatory desert level! Yippee!

After defeating the evil wizard, the people of Bloodpool will become restless, and the town's population will stop growing. You won't be able to remedy this until later.

Since you've probably used the wheat to further improve Fillmore by now, you won't have much of a choice but to move on to Kasandora, which is southwest of Bloodpool. It's that patch of desert land on the map.

Get ready to fight some monsters!
 

Kasandora - Act 1


Wait, weren't we in Tatooine a bunch of blogs ago?

Anyway, the cacti act as spikes in this level. It should be pretty obvious.

Some of the sand dunes at the beginning act like conveyor belts that move you downward. Jump up them rather than walking, unless there are enemies nearby.

In the second section, there is another MP on top of one of the towers filled with the flying scorpion men. The flying scorpion people follow a set pattern, so don't worry about being chased throughout the level. Another tower has a full apple at the top, but you're better off waiting until you're near the boss, since you'll find another statue with a full apple in it there.

The sandworm is really simple. It pops up, spits out some rocks, then its claws come down the sides of the sand pit after it ducks back down. It them rises back out of the sand and repeats its attack. You can wipe almost all of its health by using Magical Stardust on it as soon as it comes out of the sand, then smacking it with your sword three times. It's really that easy to kill off. Poor sand-claw-worm-guy-face.

This town is very easy to max out. Just rain on the entire desert land and earn a combination of 21100 points between both acts.

Some of the lairs are hidden in the sand. You'll have to send the rain to uncover them.

To save the people who lost their way, rain out the desert, then build a path to the man lying on the ground.

The music of ActRaiser in MIDI


Here's a MIDI interpretation of all the songs in the game.
The epilogue will contain the songs as they are heard in-game.

Thursday, February 21, 2013

DeceasedCrab plays ActRaiser - Part 7 of 21

What evil lurks in the castle of Bloodpool?

Bloodpool - Act 2


In the second section, take the lift all the way down and go left. Hit the statue to receive an additional magic point. There's also one in the fourth section, which you can get by going left when you land in the shallow pool of water at the bottom.

The enemies here are pretty simple. Gargoyles that spit fireballs, flying skulls, and red slimes that jump at you when you're on the other side of a vertical corridor make for easy targets and easy points.

The lifts in this stage have spike traps at the top and bottom. If you touch the pincer traps at the ends of these lifts, you'll instantly die.

Near the end of the fourth section is a 1-Up. Grabbing it, then killing yourself on purpose (with the pincer traps, no doubt) will allow you to grab the additional MP at the shallow pool part as much as you want! Maximum MP is yours!

At the fifth section, the little blue guys now have wings! They'll fly up a bit before they dive down at you, which leaves them perfectly vulnerable if you move away before they come down.

In the sixth section, jump on the bricks moving in and out of the walls when their color is brightest. They're like those disappearing blocks in the Mega Man games, though more predictable. You can also refill your health if you hit the statue at the left when you reach the top.

The boss here is a wizard. He'll shoot a three-way shot, then he'll blast lightning downwards around him, just like the Centaur in Fillmore Act 1 did. The wizard will then teleport. Hit him once, then move away.

When he loses half of his health, he turns into a werewolf. Use Magical Stardust to finish him off. When you return to Sim Mode, the people will offer you another MP.

DeceasedCrab plays ActRaiser - Part 6 of 21

Little Teddy's got himself in a mess of trouble this time...

As your population grows, you'll hear about Teddy again. This time, he's run away from home. They will hand you bread as an offering, and will ask you to bring it to him if you find him. Take it.

He will be near a cave near the blood red lake. Move the angel up to Teddy and use the Loaf of Bread on him. He'll move away from the lake, and the worshipers will not only be relieved that he's back, they'll tell you that he was really trying to find out how the the lake was poisoned. (I wrote this on purpose. Yet another typo in the game.) They'll present a skull Teddy found as another offering. Use it to destroy the red demons' lair. Doing this will net you another offering - another spell called Magical Stardust, which is the most powerful offensive magic in the game. It sends shooting stars at enemies, and it can make the game a lot easier at times.

If you can connect Fillmore and Bloodpool together through town construction, the people of Bloodpool will be able to teach the town of Fillmore how to make wheat without your help! Score!

You'll then unlock Act 2, which has you going into the castle near the lake. Three people are about to be sacrificed to a monster...and one of them is Teddy!

If you're going for maximum population in Bloodpool, be careful how you build it, especially before you build bridges. Building parallel to the river works best. Even when you introduce bridge building to Bloodpool, do not build more than three bridges, or your efforts will be ruined!

Before you go, though, use Rain on the lake. You'll receive an extra life in the form of an offering.

Wednesday, February 20, 2013

DeceasedCrab plays ActRaiser - Part 5 of 21

Stupid humans! Must I do everything myself?

As soon as you're ready to tackle Sim Mode, the people will ask you to dry up the marsh lands near the temple with sunlight. Using it takes 30 SP, so you'll be waiting a while, fighting monsters as you go before you can clear it all up.

One of the new enemies you'll face in Sim Mode that you'll meet here are red demons. They take four hits to kill, and they can also torch your people's farmland if given the chance. Whenever you hit them, they get knocked back to the north. Use that to your advantage and attack them from the south so you won't get hit by their recoil.

To see how many more monsters are in a lair, press the B button when you're over a lair. Don't let them kill people unless you want that number to increase. Also you must seal lairs and kill monsters for your population to grow.

Speaking of monsters' lairs, if you destroy the bushes to the south of the lake of blood (hence why they call it Bloodpool), you'll find the lair for the red demons.

After a bit of building, you'll be able to produce wheat in other lands. Use it in Fillmore and other lands to increase their populations by taking it as an offering. You'll also hear about a kid named Teddy who is awfully curious. This won't be the last time you'll hear about him...

Unlike in Fillmore, the people of Bloodpool don't know how to build bridges. You'll have to move the Sky Palace back to Fillmore, select "To Move" and select "Observe The People." Then, take the Bridge as an offering and take it back to Bloodpool. Use it, and they'll be able to make bridges.

DeceasedCrab plays ActRaiser - Part 4 of 21



Fillmore is at peace...but you've got a long way to go before doing the same with the rest of the world!

First of all, if you need help with getting max population in the game, check out Admiral's Maximum Population FAQ on GameFAQs. Be sure to read carefully while you're looking at Admiral's guide, since it explains a lot of stuff I don't feel like explaining, such as soul counts and whatnot.

Anyway, you should be done with Fillmore...for now, anyway. Select "Sky Palace Movement" under "To Move" (you can do this either in Sim Mode or at the Sky Palace itself) and move to the land to the west of Fillmore. "Bloodpool" should show up in the box on the upper-right corner. Select it, select "Fight," then select "Fight Monsters."

...and away we go!

Bloodpool - Act 1

First off, the water is a bottomless pit, so staying out of it will be one of your main concerns.

The lizard men in this stage throw boomerangs at you. When they stop, jump then duck. If you're in close, start hitting them.

The monsters that leap out of the water just crawl around once they're on land. It's usually better to hit them out of the air if you can, but they can be killed with a ducking sword slash.

Some parts of the bridges fall when you step on them. You can tell which ones they are by their decrepit, tattered appearance.

The small logs in the water fall about a second or two after you start standing on them. Usually, they'll be platforms you'll have to cross to get over the water, so jump to it...pronto!

Just before the end, if you go left on the last bridge in the level, you'll find a 1-Up. You can keep dying on purpose, getting the extra life, killing the monsters, and dying again, lather, rinse, repeat, so your Act 2 point total won't be an issue. You'll need 27100 points...so go nuts! Just don't hit the statue before you cross the bridge, or you won't be able to get it. You'll also be able to fully replenish your health right before you face the boss.

The boss here is a gryphon (or is it a manticore? I can't remember.) The trick to beating it is moving around so that you're underneath it when it's shooting a fireball. That way, you can get a few shots in. The boss will always tend to position itself opposite the side you're on before it leaps in and out of the water between attacks.

When you've beaten him, Bloodpool may now became a land where people can live in peace. (Yes, that is a typo in the game. It's definitely not the last.)

Tuesday, February 19, 2013

DeceasedCrab plays ActRaiser - Part 3 of 21

Hardest. Second Boss. Ever.

Head back to the Sky Palace by selecting "To Move" from the menu and choosing "Return to Sky Palace." Here, you'll be able to switch spells and save your game.

To equip Magical Fire, go up to "Fight" and choose "Select Magic." You'll then be able to choose which spell you want to bring to battle.

To save the game, choose "Other," then choose "Progress Log."

To see your stats, and your scores for both acts of each town, select "Status," then select "Status of Master."

The combined scores of both of each town's acts have a direct correlation of sorts with the populations of your towns. Here are the number of souls in the monsters' lairs, the maximum possible populations for each towns, and the minimum score you need to achieve the maximum population for each, courtesy of Admiral's Maximum Population Guide:


Now you're set. When you're ready, select "Fight," then select "Fight Monsters." Just like last time.

Fillmore - Act 2


This act takes placre in an underground cavern full of bats and large, crawling worms (larvae?). There are also two types of goblins here. The gold ones move around and throw knives straight ahead, while the red ones stand still, moving only to jump up and throw knives at a downward angle.

The horned skulls shoot at you no matter where you are; however, they are only limited to eight directions. Hitting their fireballs, however, gives you 100 points apiece. That's not bad...

Picking up half an apple only refills a quarter of your health, as opposed to refilling your entire life bar with a whole apple. Still, it's better than nothing at times. You won't run across these very often.

When you're fighting the beast skeleton at the end of the first section, move away when he stops so you don't get hit, then move back in and hit him. It takes six hits before it goes down. After the slash, he moves back and then forward before attacking again, allowing you to get a few shots in.

In this game, spikes do not kill you on contact. Just wanted to throw that out there.

The faces in the walls in the second section spit out pink balls if you take too long getting up the platforms. Thankfully, they're easy to avoid.

To beat the Minotaur, move around so that he doesn't land on you on his way down. Turn around and jump towards him when he throws the blue ax at you (you'll have to stand at the proper distance and time your jump just right), then keep swinging the sword until he jumps back up, then get back on the move. Keep hitting him like this until he's toast.

DeceasedCrab plays ActRaiser - Part 2 of 21

All sim, no action.

There's not much to talk about in this video, so here's a quick Sim Mode tutorial.

Pay attention to the hourglass in the upper-right corner. When the sand empties all the way into the bottom, you shall regain a small portion of SP and the town will grow.

When you have enough people, not only can you level up, the civilization level of the current town increases. Leveling up gives you more HP and SP (obviously), but civilization level-ups also help increase the town's maximum population. Destroy the houses from the previous civilization level with Lightning to make room for new ones that hold more people.

From what I've heard, the highest population you can achieve is tied to your scores in both of that town's acts. I shall post a list of those "borderline" scores in a future blog entry.

When the people of Fillmore tell you about the rock in the southeast corner of the town, go up to the cliff edge with the Angel and use Lightning to destroy the rock. You'll get the Magical Fire your effort, which you can get by selecting "Take an Offering." Congratulations! You now have a magic spell!

Speaking of the Angel, if you lose all your health in Sim Mode, you'll have to wait to recover a unit of health before you can fire your arrows again.

When the house catches fire, go to Miracles and select Rain to put it out.

When the inhabitants find a scroll, select "Take an Offering" from the menu to choose it. Taking these scrolls gives you MP to use in battle to cast your spells.

When the inhabitants find a bow and arrow, take it as an offering. When you use it in Sim Mode, the Angel's arrows will be powered up for a limited time.

To get maximum population in Fillmore, build on all the land east of the river before you are able to build a bridge and seal off the last lair in the west. You should also get a combined score of 20600 in both acts. Also, you must only build one bridge.

After sealing all the lairs, you'll be able to enter Act 2.

Monday, February 18, 2013

DeceasedCrab plays ActRaiser - Part 1 of 21

Unlike the older DeceasedCrab videos, his microphone is a lot better and his voice is a lot clearer. Nice.

Anyway, sad to see there isn't a game like this on the current consoles. You run left and right bashing bad guys, then you build a town and then run left and right bashing bad guys some more! It's action and town-building in one game!

Playing through this game a while back was really wonderful, even if I was playing it on ZSNES and using the keyboard the entire time. I really need to play it again sometime, and with a controller, too. Anyway, on with the show...

Once you enter your name, you'll find out that you need to regain your former strength that was sealed away by the demon Tanzra, and to do that you need to get the world to believe in you and your power once again.
 

Fillmore - Act 1


Reminds me of the Disney cartoon of the same name.

When you begin the stage (as you do any other), your heavenly body will take command of a statue which comes to life!

The enemies here are really wimpy. They'll all go down in one hit and their movements are all too predictable.

The bees come out of holes in the trees, in case you can't really tell. Unless you destroy the bee, more bees will keep coming out as they continue to leave the screen.

The trees that walk back and forth don't harm you; instead, they act as moving platform that let you jump onto higher tree branches. A few power-ups are located in the trees.

The boss here is a centaur with a spear. He's pretty simple: stay away from him when he points the spear at you, backs up and charges, then get two or three hits in and run away when he stops to shoot lightning bolts at you. Even if you're all the way to the left, the lightning won't damage you.
 

Fillmore - Sim Mode


You're now in Sim Mode. You'll start with a temple and two humans. Use the menu to build roads and create houses for more humans, while at the same time leading your people to the monsters' lairs to seal them off.

You'll also take control of the Angel that you saw at the beginning of the game. Use the Control Pad to have him fly around. When you see a monster, shoot arrows at it to destroy it and keep your town free of harm for a few extra seconds. Simple enough, right?

Build roads to the two lairs to the north, so you can get rid of the bats as soon as possible. It won't be long before the people learn how to hunt...and fight off monsters.

Speaking of the monsters, they're not too hard for the beginning. All the bats will do is carry people off, so you won't have to worry about too much. One of the lairs, however, will carry some sort of white dragons that will destroy parts of the town if it gets too close to civilization. Just hit the bats and white dragons with an arrow whenever you see them.

It also won't be long before you get an offering: a Bomb. It's not just a bomb, it's a "Bomb!" Using it will get rid of all the monsters currently onscreen during Sim Mode. Thankfully, Fillmore's Sim Mode is easy, so hold on to it and don't use it just yet.

To burn the bushes, select the Lightning from the Miracles menu, and select the 4x4 area of land that has bushes in it. (The lightning won't destroy trees, so don't try.) If you run out of SP to use the Lightning, destroy monsters with the Angel's arrows and wait for the hourglass in the upper right to run out of time.

The Long Play that started it all...

Here it is...the Long Play that SaiboTation posted in the comments for one of my earlier blogs during the GameTrailers period.

Enjoy.

Sunday, February 17, 2013

Quadraxis14 plays TMNT II: Back From the Sewers for CountyLineGaming - Part 5 of 5

Here it is! The conclusion to this battle that you've been waiting for!

Act 6 (continued)

The next section has Foot Clan soldiers as well as ceiling-mounted lasers. Wait for the Foot Clan soldiers to do their ambush attack before jumping over them, then move right and destroy the laser cannons with a jump kick between blasts.

The next set of obstacles is a bunch of robots that shoot out some sort of whip. You can jump over them one by one if you can time it just right.

You'll then be dealing with pillars of fire and Foot Clan soldiers shooting endless waves of bullets. Avoid the flamethrowers and time your jumps right so that you can defeat the soldiers without taking damage. After the flamethrowers, you'll be able to get a pizza.

You'll then be on an elevator fighting off some more Foot Clan soldiers. You can move around in all directions here, so don't be afraid to move around.

You'll meet Krang again, but you'll be forced off the platform and onto a lower level. You'll be fighting some more Mousers while climbing up and down this section. The Mousers come out every few seconds, so it's a bit easy to time your movements so that you can get through this part without getting hit.

The next elevator is another fight with Shredder. He'll try to slash you with his sword before doing some weird teleportation trick. When he reappears, hit him with your flying kicks and move around until he decides to teleport again. Hopefully he won't hit you.

When you get off the elevators, it's more Foot Clan soldiers and those flying things again. After a while, you'll see machine gun blasts in the background (the same attack Krang used against you earlier.)

You'll then face the final boss: Krang in his android suit. He's really easy, as all he does is stomp and jump around. Jump before the screen shakes so you're not frozen to the ground, and kick him. It doesn't take that long to kill him, fortunately, and he rarely touches the far left side of the screen (save for when he makes a humongous leap from one side of the screen to the other, but you should have time enough to run under him when that happens), so use that as a safe spot!

And that's it for this one! I hope you guys enjoyed this one...especially you, SaiboTation.

Quadraxis14 plays TMNT II: Back From the Sewers for CountyLineGaming - Part 4 of 5

Shredder knows you're getting close and is pulling out all the stops!
 

Act 5 (continued)


When you finally reach the end, you face Baxter Stockman in his fly form.

He'll go to one side and fly up and down, shooting three times before swooping down and heading to the other side and doing the same thing. Lather, rinse, repeat. It only takes a few shots to get him to buzz off.

When you go into the building, you'll be surrounded by Foot Clan soldiers. When you enter the next room, there will be a pizza power-up waiting. Go left to enter the next room, and fight Lieutenant Granitor, who only appeared in one episode, strangely. He'll follow you around, shoot at you with a flamethrower and roll into you. Avoid him when he's rolling, and stand so that your weapon will hit him just above his legs so that you won't take damage (which takes some practice).

When you beat him, you'll go up the stairs and rescue April O'Neill!
 

Act 6

This final act starts with some sewer surfin'!

awwwwwyeahhhhhhh.jpg

Avoid the mines and the bullets. As you can see, you'll be doing a [b]lot[/b] of jumping and moving around, so be thankful you can do both at the same time! Sometimes, the mines will pop up as you go, making them a little difficult to avoid at times.

The next section has Foot Clan soldiers...and lasers! Avoid the Foot Clan soldiers, since all they do is move quickly towards you and kick, and jump over and duck under the lasers. (This is a little harder than one would think.) You'll soon start seeing Mousers, which you fortunately can destroy. The bad news is, they'll be in threes and fours, which makes it a bit easy to be ambushed by these things...and during all this, you're still having to deal with the lasers. It's enough to make the Angry Video Game Nerd eat the rotten asshole of a roadkill skunk...and down it with beer!

Wait...

Anyway, when you manage to get past all that, you'll get some pizza and see the Technodrome. (It has to make another appearance, doesn't it?)

This time, you'll be inside the Technodrome, and it'll start caving in as soon as you go inside. You'll jump on a conveyor belt and fight General Traag, who fights a lot like Lieutenant Granitor. (He appeared with Granitor in that same episode. Go figure.) He'll roll around, then fire three times, walk forward, fire three times, walk forward, fire three times, then move back and roll around again. He'll then fire three salvoes of three shots without moving at all and roll around before he repeats his pattern. The best time to hit him is when he's not firing. If somehow you get hit when he's moving forward, get behind him and start swinging until he curls into a ball...that'll learn 'im!

Saturday, February 16, 2013

Vanilla Ice - Ninja Rap

Hey, why not?

Quadraxis14 plays TMNT II: Back From the Sewers for CountyLineGaming - Part 3 of 5

Hooray! A pizza monster! Wait, why do they call it that?
 

Act 4

When you jump down into the cave, you'll soon see the ceiling trying to cave in on you. Once that stops, you'll soon see boulders coming from the left to crush you. Jump over them when they're on the ground, and run under them when they're bouncing around.

You'll soon be running down a slope. Jump over the rocks ahead of time in order to keep from getting hit. You'll soon reach the bottom, leaving you free to move around again.

Stay on top, as most of the pits lead to flamethrowers. One of them will lead you to a pizza power-up that refills your health.

The next section brings you back to fighting more Mousers. Shortly afterward, you'll fight the Pizza Monster. You'll see his shadow as he moves about underwater, then he'll pop up and try to attack you, which is the only time you can hit him. The best thing you can do here is stay at the sides of the screen where the water isn't at and hit him from there. He goes down after a few hits and leaves a pizza power-up once you defeat him.

All that's left is a handful of craters that Mousers jump in and out of. If you're agile enough, you can jump between them without having to deal with the Mousers very much. The last one has a Foot Clan soldier carrying another pizza power-up. If you're doing well so far, you can completely refill your health.

Just when you think the game is being merciful, though, your boss battle here is with Shredder. He'll shoot a projectile at you, and then run at you as he charges to the other side. If he raises his elbow again after shooting the projectile, he's going to jump kick you. Run under him to avoid it.

When you defeat him, he runs away. Krang rides along on a platform that Shredder grabs onto, helping him escape. You'll definitely be fighting him again.
 

Act 5

This one is a bit different, since this stage doesn't seem to have a top or a bottom. Instead, it's a series of platforms and a race to the right-most side of the section.

You start off jumping off the bottom of an airship (why Splinter is on it, I'll never know), and down onto one of a zillion flying platforms. There are numerous Foot Clan soldiers as well as cannons on some of the platforms that shoot in three directions. Some of them also drop bombs from the bottom. Thankfully, you can hang off the bottom of some of these platforms when necessary.

Friday, February 15, 2013

Quadraxis14 plays TMNT II: Back From the Sewers for CountyLineGaming - Part 2 of 5

Now it's time for construction site shenanigans in Act 3!

Act 3


The beginning of this stage is pretty straightforward. You'll be fighting Foot Clan ninjas for the first few seconds as you head forward. Jump onto the wall below the fence when you see what looks like the tops of Vileplumes on the ground. Those are mines.

You'll soon reach a giant wall, and you'll be forced back to the floor. Avoid the buckets as they fall from the sky. You'll soon see the Mousers. Hit them when they jump towards you.

You'll take an elevator upwards, and you'll fight some Foot Clan soldiers on the way. You'll be able to move in all directions now, so be ready to move!

You'll then come out and fight off a host of Foot Clan soldiers and Mousers. You'll be going upwards and downwards as you move up and down the construction site and traversing through a maze. After the second steel beam, the flying things with the rotor blades return...and they'll be at you with full force. Keeping as few enemies on the screen as you can will definitely help out. Climbing on the bottoms of some levels also helps out, too.

The boss here is Krang in some sort of battle robot. When the battle begins, three bombs will drop. Avoid those, and you'll be face to face with Krang. He'll shoot at you twice, then he'll back off, shoot some more bombs into the air and then fly into the air. When you're right under him, he'll drop down and try to land on you.

Obligatory Hints


Raphael has a faster attack speed than the rest of the Turtles.

Quadraxis14 plays TMNT II: Back From the Sewers for CountyLineGaming - Part 1 of 5

This one's for you, SaiboTation! (Note: This was a request of sorts that I took on GameTrailers, and so far the only one I've ever really taken, hence the intro being as it is.)

Anyone remember the Mighty Morphin' Power Rangers game for Game Boy that I covered? If you don't...good. If somehow you do, watch this. This will immediately erase any memories you have of that game, since this was made before MMPR for Game Boy...and it does everything that game does far better.

Act 1


Anyway, the first act is really easy. Not much of a strategy to put in around here. If you enter the second manhole in the city section, you can find a pizza (the first one damages you).

In the second sewer section, the first pipe you climb upon explodes as you make your way to the right. The Foot Soldiers that hide behind the walls slide quickly towards you; jump over them to avoid damage. Don't attack the guys throwing the bombs; instead, just wait for them to go away.

To beat Rocksteady, jump over his bullets and kick him. Watch out for the Foot Clan soldiers throwing beakers full of what looks like nitroglycerin out of the windows down to the ground. When he laughs, he's briefly open to attack. When it comes time to jump over him as he charges, jump over him when he's on his way down...if he jumps. He'll either run and then jump, or simply run straight across. Ducking also works, too.

When you defeat him, he runs away.

Bonus Game


The bonus games are simple. Grab the pizzas as they show up. You have to be quick to get all 12 halves.

The more pizzas you get, the more points you receive and the more health you refill. Simple enough, right?

Act 2


Well, this one's pretty interesting.

You ride a skateboard on a highway. What's really interesting about this stage is that you can go in all directions this time and not just left and right, similar to TMNT: The Arcade Game.

The enemies are pretty straightfoward: hit the guys on the skateboard with your weapon, and jump kick the guys on the jet cycles that shoot at you. You'll probably take a hit or two, but once you get used to fighting them you'll know exactly where to stand and when to attack.

Some of the Foot Clan ninjas come at you faster than usual, stay on one side of the screen and throw what look like double-layered boomerangs at you which you can deflect just like anything else they throw, or shoot at you with a gun. These guys will disappear after three attacks. The flying things (I don't know what they are) with the rotor blades on top can be destroyed in a single hit, thankfully.

A Foot Clan tank will drop barrels in your path. Jumping over them is the simplest thing to do here, since you can easily jump over a whole phalanx of barrels doing this.

At the end, you'll jump off your skateboard and fight Bebop. Jump over his gunshots, then hit him and run away so that you don't get punched or kicked. If you have Donatello on-screen, you'll have some extra range that will allow you to take fewer hits.

Rescue Game


This one is pretty simple. If you've lost a turtle, you can get that turtle back in the Rescue Game. You have to destroy the robot that blocks the jail cell before you can get the turtle back, though. If you get hit, you lose some time on the timer. If you can get his patterns down, you won't have a problem at all.

You'll also restore some health for your current turtle at the end, regardless, so it's not a total loss.

Obligatory Hints


You can turn your character around to hit an enemy in front of you and an enemy that's behind you at almost approximately the same time. Mastering that kinda helps, especially if you're trying to speedrun this game.

Donatello has the most range, obviously.

The "Pizza Time" screen is the pause screen. Making sure you were aware. XD

When an enemy is carrying an item, hit them to make them drop the item.

You can deflect or destroy the objects that Foot Clan soldiers throw at you with your weapon.

Thursday, February 14, 2013

Bart vs...The Nerd

C'mon, you knew this was coming.

Brian Sulpher plays Bart vs. The Space Mutants - Part 5 of 5

Now you've gone and done it! You've overcooked me eggs!

Actually, you just got the aliens angry and caused them to get the power rods at the Springfield Nuclear Power Plant and find them to build their weapon! Oh, snap!

 Anyway, you have to get all 16 power rods and get them back to the basement.

If you can find Lisa, she'll tell you the door combination for the floor you're on. It's the same number for each floor every game, fortunately for you.

You can carry four rods at any given time, and if you want to get more, you'll have to find Marge at the main elevator. She'll take them to the basement (the screen will even shift to her being in the basement after a couple seconds while you're moving around).

You can also call Homer in to assist. Just find a box of donuts and use it when it's in your inventory slot. He'll get rid of all the enemies on screen.

To go into a door, press Up, then press Up or Down to go up or down a floor respectively.

When in front of an elevator, press B to go into it, then use Left and Right to choose the floor. The order of floors from left to right is B, 1, 2, 3, 4 and 5. There is a main elevator and two secondary elevators, and they work the same way. The only difference is that the secondary ones can only take you to certain floors (one only goes to Floors 2 and 4, the other only to 1, 3 and 5). Marge only hangs out near the main one on every floor, though.

You will be using the doors on both sides as well as all three elevators to get through this. Might as well mention it now. You'll definitely need a map, and this map made by WLau for his FAQ for this game will definitely be helpful, as it also includes all the combinations for all five regular floors:



I'm not going to mention where to go here, since the video does a better job of explaining than I will (plus the map is the same every time, anyway).

Now, you probably (or probably didn't) notice that I didn't mention Maggie? Why is that? Well, she actually serves a purpose...but only if you've found 15 of the 16 rods. If you're wondering why you can only find 15, she has the last one. You'll have to find her, though. She changes location, and that location depends on how many lives you have. Search everywhere for her, since her location is random every time you play. She usually hangs out near the stairways. Her pacifier will act as the 16th rod.

The ending is...well...ridiculous, to say the least. Everybody's wearing the wrong color clothing (again).


Wednesday, February 13, 2013

Brian Sulpher plays Bart vs. The Space Mutants - Part 4 of 5

I never saw what was beyond this level when I was a kid. Even my sister never made it past this. Let's face it...this level is insane!

Level 4: Exit Signs


Is there anything weird that those aliens won't collect?

Anyway, you have to collect (or shoot down) exit signs throughout the museum. There are museum sections inter-mixed with sections that take place in a jungle, a pyramid, the Stone Age and what looks like some sort of booby-trapped temple. The museum sections are the only places where you can find space mutants to jump on and collect letters from (ditto for signs), so keep your X-Ray Specs ready as much as you do your Dart Gun in this stage...you'll definitely need them both in this level!

Thankfully, you only need to get six signs. Good thing, too, since this level is long in the tooth and unnecessarily difficult at times.

Watch out for the red lasers. Their hit detection is really weird (you have to be in a specific spot to get hit by them) but they definitely can eat one of your hits if you're not careful.

The first picture frame contains a Dart Gun. Before you go to it, though, jump on the glass casing with the Krusty icon on it and jump on it a couple of times. You'll get the 1-Up out of the casing and ready to collect. Use the glass casing to get to the picture frames (watch out for the space mutant) and grab the Dart Gun. Use it to shoot down the exit sign. Aim carefully, since Dart Guns are limited.

Also, be on the lookout for coins in the picture frames (not that you'll need them, but if you need an extra life...go get 'em).

To avoid the groups of four lasers, super jump...and super jump carefully. You don't want to hit the lasers the way the game wants (doesn't want?) you to and either take a hit or lose a life.

The next glass casing has not one coin, but three. Keep jumping on the glass casing until you get them all.

It won't be long until you enter a jungle section. Avoid the spiders. This may be tougher than it sounds, but they only cover a specific range, so you won't have to worry about being chased around by multiple spiders. The dragonflies fly toward the top of the screen, so just stay out of their flight path and you should be fine. Stepping in the quicksand automatically kills you, so don't fall into it. Keep on the branches and you'll be fine; just be careful not to slide off during your super jumps.

To cross the rivers, jump on the crocodile heads. Watch out for the rocks that fall into the river. When the rock falls into end of the river, jump across immediately. Otherwise, you'll either get hit by a rock on the other side, or you'll be standing on the last crocodile when it dives back into the river, which you don't want.

Hit the monkey with three shots from the Dart Gun to send it into the quicksand. After this, you'll deal with some more spiders that move up and down. These guys act like the magic wands and barber poles from the mall level, so you should know what to do now.

You'll see an exit sign after this, but don't go for it just yet. You'll have to deal with a rock-spitting, man-eating plant. Thankfully, there is a trick to all this. Super jump over the plant so you end up behind it. (You will not take damage from being behind it, don't worry.) Jump back to the plant's head and jump on it three times. Easiest mini-boss ever.

When the plant is defeated, the stalk of vines it was on will be left behind. You can stand on top of it and use the Dart Gun to shoot down the sign you just saw. The sign after the plant takes a little more height to get, however. You'll have to get on the picture frame next to it and shoot it without getting hit by the space mutant.

There is a Jebediah Springfield head in the next glass casing. You can use it to get that aforementioned exit sign without reprisal, or you can use it to rush ahead through the level. (Don't forget to get the letters from the possessed humans, you just might need them...or not. It's up to you.)

After two sets of lasers, you'll see a picture frame with a Dart Gun in it as well as another glass casing with an extra life. Get the life, then grab the Dart Gun. The picture frame to the right of the glass casing you just jumped on gives you enough height to hit the next exit sign near it with the Dart Gun. Just be sure to avoid the mutant.

The next non-museum section is some sort of booby-trapped temple. To get past it, jump only on the red squares on the floor. Don't walk or jump on the ones that aren't lit, and only jump from one red square to the next to avoid taking an unnecessary hit. Thankfully, you can reach them all with the regular jump.

The next section is an Egyptian tomb. Jump on the bricks that jut out of the background, one by one. When you jump off one, the one you jumped off of sinks back into the background, so you'd better be good at jumping by this point in the game! There are mummified hands that leap out of the bottomless pit below that try to grab at you, and it's pretty easy to slide off the bricks and into the pit below. Be sure to position yourself on the center or slightly to the right of the center of said bricks, and don't try to guess where the next one will be...wait. When you reach the brick near the next gray wall, super jump to the right.

Jump over the snakes, and jump over the blades when they sink to the ground to give yourself more margin for error. You'll then see what looks like a mound of dirt on the ground and three statues in the background. When the spiders start falling, super jump to the heads of the statues. This will causes ankhs to fall out. Grab the ankhs, and grab six in all to raise the mound of dirt, which turns out to be a pillar, out of the ground. Weakly tap the A button to jump onto the top of the pillar. Avoid the rocks, and you're free to continue on.

Run under the mummified cats. You'll then meet another mini-boss: a mummy. Wait for it to shoot, then jump on its head. It'll die after three hits just like the last mini-boss. You'll seen another exit sign that you'll have to shoot with the dart gun, as well as another one immediately following it. Thankfully, if you've gotten all the ones you've seen thus far, one of these will be the last one you'll need to get.

You'll need some distance to get one of these, so run past the lasers to find another picture frame (with another Dart Gun) and a glass casing with a Jebediah Springfield head. If you can shoot one of the exit signs down without getting hit by the lasers, great. Using the Jebediah head is optional here, so if you can somehow manage to do that, you can use the Jebediah head to speed past a few more traps and enemies (and maybe get some letters in the process)!

You'll soon see another glass casing with yet another extra life, followed by another picture frame with a Dart Gun in it. If you need another exit sign, there's one immediately after that Dart Gun.

You'll then be in the Stone Age section. Avoid the rocks as you wait for a large rock to float on by at the river. When the rock is in range, jump on it and jump to the other side. Run to the dinosaur bones in the tar pit and jump on the first one to stop the falling rocks. These bones are really finicky to land on, so try to jump on these the same way you did the bricks that jutted out in that one section. Leap on the skulls that move back and forth when they show up to move further, and avoid the pterodactyls as well as the tar pit bubbles that float to the top of the screen.

When you reach the third moving skull, move back to the platform to the right of the second one to avoid being hit by the pterodactyl. When you reach the fourth and last skull, jump back to the platform before it to avoid another pterodactyl. You do want two hit points at all times...do you?

You'll then meet a giant dinosaur. You'll have to time your super jump so that when you jump on his head the first time, you'll land back on his head and not fall down. (The way you have to land on him takes some practice, and if you go all the way to the right while doing this, you're screwed.) You have to hit him dead center in the top of his head to do this right. Jump on him again, and watch where you land. Do it one more time, and if you can land on him again, great. The screen scrolls to the right after the third hit, so you have to time your momentum carefully to allow for the screen's shifting and somehow not die and have to start all over at this. Super jump over him if you don't need the exit sign after the dinosaur.

When you're in the last museum section, you'll find another exit sign. This one is the last, and to get it you'll have to jump from another picture frame and shoot it down.

The boss here is Marvin Monroe, and he shoots electrical shocks at the ground that conduct towards you. If you've spelled Homer's name, he'll be in the picture frame throwing water on the ground to keep you from being cornered by this guy. Hit Marvin's head three times and avoid the shocks to beat him.