Friday, February 28, 2014

Proton Jon plays Teenage Mutant Ninja Turtles - Part 4 of 10


Now that we've got a lot of stuff out of the way, let's make our way to Splinter and kick Shredder's butt!

Stage 3

(continued)


Yeah, I'm using the map in the explanations, so you might wanna open that up.

When you're in the 6A area, don't fall into the water, because the Turtles can't swim. (Another first world problem brought to you by the Angry Video Game Nerd.) If you hit the drink, you'll have to start this whole area over. (Why they can't swim here when there was already a swimming level in the game before this is just inexplicable.) Let the robots with the detachable heads fall in the water, so you won't have to deal with them.

From here, enter 7A. Make your way to the top, and you'll deal with the Mecha Turtle. The first form just acts exactly like Leonardo, meaning that he acts exactly like you do. The second one is a robot Turtle with a jetpack and rockets that fire out of its mouth. If you're close to dying, switch to another Turtle. The first form isn't too hard, but avoid the rocket attacks of the second form. When you save Splinter, you'll see Shredder's helicopter fly away.
 

Proton Jon plays Teenage Mutant Ninja Turtles - Part 3 of 10


This time you get to drive around in the Turtle Van!

Stage 3


The Turtle Van has two weapons: the normal gun with infinite ammo that fires straight in front of the van and the super missiles that do more damage but come in finite amounts and have to be found. These missiles can also destroy the barricades that block your path. From this point on, I'll actually be referring to the map, so you might want to have it open in a seperate tab in case you actually want to know what I'm even talking about.

It should be noted that the Turtle Van's energy matches that of your current turtle. Yeah, that's right. It doesn't come with its own, separate energy bar. That's pretty lame.

First, enter 1A. This is the building immediately to the left of the starting point that you can enter. As you make your way to the top, you can find a half pizza as well as a whole pizza that you can use to refresh your Turtles, and at the end you'll find Missiles. Walk over the pit to get over it and grab the Missiles. (Angry Video Game Nerd, anyone?)

Aside from the fleamen (that really do look like midget astronauts) and the Foot Clan balloons that drop missiles when they're directly above, you also have robots that look like knights. These robots send their heads flying around the screen when you destroy them. Thankfully, the heads take only one hit to kill.

If you need more missiles, just exit and re-enter the building. Not only will the missiles be back, but so will the health power-ups. Bonus!

Now that you have some missiles, get back in the van and go to 4A and 4B from there. Stand near the center of the barricades in order to take out both halves in one shot with the missiles. Enter 4A, and pick up the icon at the upper-left corner that looks like some guy walking on a tightrope. This is the Rope, and you'll need it for later in the stage. Now enter 4B. If you have a Turtle down, this is where you'll be able to rescue him. Congrats, you've successfullly regrouped. Now make your way to 6A.

Thursday, February 27, 2014

Proton Jon plays Teenage Mutant Ninja Turtles - Part 2 of 10


Unlike the last stage, the map here is a little straightforward. Don't let it fool you, though, as this is where the game instantly goes from enjoyable to frustrating in the blink of an eye.

Stage 2


Well, there's nothing else here to do on the overworld map at this point except to enter the building in front of you...so why not?

As your make your way up to the roof of the building, you'll be fighting mini-bosses each time you reach a ladder. Thankfully, they're enemies you've beaten before.

When you're at the top, move to the right and move off the broken end of the building. This is the Hudson River bomb level, and it's pretty nasty.

First things first: if your current Turtle is in danger of dying, switch to another character immediately. If the timer (two minutes and 20 seconds) goes to zero, it's an instant game over. However, if you die, the timer resets but the bombs don't! Epic win!

You have 2 minutes and 20 seconds to defuse eight bombs. Thankfully, there's a map by Buzda for this that really helps out. When you get near a bomb, press B repeatedly to defuse it. Special music will play if you have only 20 seconds left.

Wait for the electric barriers to stop running before moving past them, as they can do a lot of damage.

The currents can really drag you down at times, and sometimes they won't work due to a glitch in the programming. Sometimes they'll drag you down into the coral below, which act as spikes or electric barriers and cause damage as a result.

When you defuse all eight bombs, don't even worry about getting back to the beginning. You'll automatically return to the Turtles' home only to find the place trashed. Shredder will show up on the screen wearing a red wifebeater instead of his usual purple gear and has the ability to point his hand through the TV screen. You'll find out that Splinter has been kidnapped, and that the Stage 3 map is freakin' huge compared to the first two.

Proton Jon plays Teenage Mutant Ninja Turtles - Part 1 of 10


About time I covered this one.

The game is known as Gekikame Ninja Den in Japan, and Teenage Mutant Hero Turtles in Europe.

Stage 1


The game starts in an overworld map. If you pause, you can select between the four Ninja Turtles, which have a different weapon (that of course, works differently).

From what I understand, the first level is supposed to be Fifth Avenue and Greenwich Village.

The map shows red and white squares. The red squares are all the places you can access, while the white squares are an entrance to an area. The flashing dot signifies where you are. You'll be able to get hints from Splinter and/or April O'Neil (when you rescue her) in the message box below.

You'll start near a manhole. Go into it.

You'll take on what look like Mousers and Foot Clan Ninjas. As you progress, some of them will have mini-boss status. Take them down to empty their life bars and continue on with the game.

Whenever you finish off a mini-boss, move left past the center of the screen and continue. That way, you'll be able to see what's ahead and deal with it more easily.

You'll find a pizza at the end. The more slices there are on the icon, the more health you'll refill. One slice refills two squares on the life bar, and you'll see anywhere from one to four slices on a pizza icon.

From here, enter the manhole to the right of where you've come out. Go to the right and you'll face Bebop. Stay away from him and hit him from medium range. If you're using Donatello and his Bo, this is a lot easier. If you touch Rocksteady, you also take damage (I found this out by screwing around, don't ask).

When you beat Bebop, Rocksteady runs off with April through the nearby door. Enter it, and you'll come out across from where you entered. If you need health, go into the nearby house and beat up all the bats and stone guys. The stone guys can only be damaged if they're moving. You'll find a slice of pizza midway, followed by a whole pie at the end, and if one of your Turtles somehow need energy at this point, switch to that Turtle, get the Pizza, then switch back. That way, that whole pizza pie won't be wasted. Also, that chainsaw guy is totally violent for a NES game from 1987. Just saying.

Leave the house the same way you came in, then go to the manholes northwest of that house. Watch out for the steamrollers, as they're almost instant death if you touch them.

Before entering the one that blocks your path, enter the one south of it. You'll find some throwing stars, which you can select with the Select button if you want to go back to your default weapon.

The Turtle logo is invincibility. With this, your current Ninja Turtle spins around and hits everything that he touches for a few seconds. This will take down the frog mini-boss at the end without taking damage. Since this is a dead end, go back and climb up the ladder at the start.

Now you can go into the manhole that blocks your path. There's a pizza at the beginning in case somebody needs some health rations. Continue to the left, take care of the frog mini-boss, then climb up the ladder at the end and you'll come across this isolated blue building.

There are three sets of enemies in a stage, and if you don't like the one that's in the current area, you can leave where you came in from and immediately re-enter to spawn a different set. Nice.

Anyway, you'll be dealing with laser-shooting robots and guys that want to jump around all the time. When you climb the ladders, you'll be able to find boomerangs. As long as you catch them on the way back, you'll never run out of boomerangs, which is really useful if you're playing as a Turtle with ridiculously short range (ahem, Raphael).

You'll face Rocksteady at the end, and if you jump up to the top of the boxes at the right-hand side and keep striking downwards, you'll be able to beat him without taking damage. This works especially well if you're using Donatello, as it's pretty hard to miss while doing this with him. Just wait for him to jump (horribly) and then hit him. You just saved April O'Neil! Congrats!

Controls

Control Pad: Move (Up enters doors)
A button: Jump (side-scrolling only)
B button: Attack (use Up and Down to strike upward and downward, respectively)
Start: Pause (lets you see the map and switch Turtles)
Select: Switch weapons (side-scrolling), leave the Turtle Van (overworld)

Wednesday, February 26, 2014

Differences between the American/European versions and the Japanese version of Aliens for the arcade

From Cypher's FAQ on GameFAQ's:

The Japanese Version of the ALIENS arcade game is unlike any other edition available in any other country in the world. Most of these changes are minor, but some are truly noteworthy. On the whole, they make the game easier.  They are documented herein.

A. Deletions


1. Most obviously, both APC driving levels have been entirely deleted.

2. As such, the subplot of rescuing Newt is gone. Therefore, Newt never appears in Stage 1.

3. When you take on the [four aliens that expand] as documented in the Stage 5 section of this FAQ, the first one to fully enlarge hops off-screen, leaving you to only battle the other three.

4. Many of the aliens, zombies, and mid-bosses can be killed with fewer shots.

B. Additions

   
1. Two new kinds of minor enemy appear in the game.
       
a. An adult alien bursts out of the background wall during the vent portion of what we consider Stage 5.  It functions much like the Ground-Poppers and is destroyed just as easily,but with new animations and from a different angle.  It is the only one of its type in the game.

b. The small form of the Shrinky-Dink Alien, as seen in the form of the second mid-boss in Stage 5, reappears in Stage 7.  It stands alone on the catwalks with a ring of orange energy circling it and the catwalk in a kind of "shield." A few shots destroy it.

2. Titles have been given to each level.  They are as follows, transcribed as they appear in the game.

a. Level 1 Living Quarters
b. Level 2 Factory
c. Level 3 Factory2
d. Level 4 Queen Alien's DEN
e. Level 5 Escape Route
f. Level 6 Battle Ship SULACO   

3. Special weapons and bombs appear much more frequently in the game, dropping from the sky for the players to use at regular intervals.

4. It is now possible to attain 1-ups in the game.  If a player is still carrying a weapon from the last special weapon power-up, the next one to fall on-screen will contain a 1-up.  It comes in the form of a red ribbon with a bow wrapped around the word "1up".

5. In addition to the other enemies in this section, ground-popping aliens now appear earlier, during the nest portion of what we know as Stage 3.

6. In addition to the other enemies, flying aliens now appear during the first power loader segment, in Stage 3.
   
7. Flying aliens are much more frequent throughout the outdoor portion of Stage 5 and Stage 7.

8. Extra exploding barrels appear throughout the game.

C. Other Changes


1. Numerous aliens have changed color.  Adult aliens are now purple instead of maroon, face-huggers are now flesh-toned instead of green, etc.

2. Many of the adult aliens in the elevator sequence of Stage 3 have been removed.  They have been replaced with flying aliens that do NOT damage the cables.  This makes this sequence much easier.

3. The beams from the 3-Way gun have changed color from purple to orange.
   
4. During the final battle, the queen does NOT breathe fire/acid at you.  Instead, after flashing white, she sends out multiple images of herself as a projectile! These are wider and therefore are easier to be hit by.

5. The queen charges at you constantly even if you are  in the power loader.  This makes the final battle much more difficult.

lukenuetzmann plays Aliens - Part 4 of 4


Game over, man!

Final Battle against the Queen


This one is a bit difficult. You'll have to get in the loader and not only punch out the Alien Queen, but you'll also have to use your Flamethrower to hit it from a distance. When it starts flashing, you've made some progress. Prepare to lose a lot of quarters here.

When the chute at the right side of this area opens, press the primary fire button repeatedly to grab it. Then keep pressing the primary fire button while moving the Alien Queen towards the shaft. From this point, you can stop pressing it so you drop her in the shaft. Congratulations! You did it!

You can shoot her to death, but that takes a very long time. When you do, you get to see all the chunks of her fly out into space instead of the whole Alien Queen.


Tuesday, February 25, 2014

lukenuetzmann plays Aliens - Part 3 of 4


Will our heroine Ellen Ripley pull through? C-C-C-C-C'MON!!! and watch this video to find out!

Level 3

(continued)


Once you climb up the ladder, you'll be dealing with more Aliens that come out of the floor. You'll also start seeing Gargoyles for the first time, and they're really annoying as they fly in and out.

The boss here are two blue Aliens that try to run into you at the same time. Focus your attacks on one of them before you go after the other, and avoid the lightning that hits the ground. If you see a small dome of electricity on the ground, don't stand there - lightning is about to strike in that spot in about a second.

Sometimes, they'll send a pulse of electricity that goes from one Alien to the other. It's kinda hard to dodge, unless you see the lightning strike their heads (a sure-fire way of knowing they're going to do this).

When you kill one of them, the other stays on the screen full-time and shoots electricity at you. Keep shooting at as it creates the three lightning blasts that it will send all over the screen, and avoid the electricity.

Level 4


This one isn't long.

If you need a weapons power-up, go get it. If you need energy, go get it.

The boss here is the Alien Queen. Avoid the Facehuggers (take down the Eggs if you need to) and take down the Aliens that come out of the ceiling, and take down the egg sac of a tail that it has. When you completely destroy it, you've taken down the Alien Queen.
 

Level 5


As you cross the narrow corridors, you'll see purple ooze on the floor that crawl around for a second before turning into an Alien. These guys aren't very difficult at all.

You'll soon see the Level 3 mini-boss again. This time around, it'll use its babies as weapons. Stay away from it as you take it down, and take down the eggs if you have to, since they'll be constantly floating around and slowly coming towards you.

At the end, you'll be able to board a ship. Get in.

lukenuetzmann plays Aliens - Part 2 of 4


Are we enjoying the game so far? I hope we are, because you ain't seen nothin' yet.

Level 2

(continued)


Get in the loader and keep presssing the fire button. This will let you take down anything in your path. Avoid the wrecking balls that come down and punch at the walls that block your path in order to get them to move out of the way.

The meat gives you two units of energy. It's not much, but it's something.

You'll start seeing Aliens come out of the floor to try and scratch at you. What's really interesting is that you actually see this in Alien: Resurrection, which wouldn't come out for another eight or nine years. As you progress, you'll see people stuck to the walls. They're going to die, though, because Alien offspring are about to pop out of their chests.

You'll also start seeing sacs with Aliens in them as well as Facehugger eggs. Shoot the sacs down to reveal the Aliens (which are pretty weak) and destroy the Facehugger eggs to continue on and get rid of any Facehuggers that spawn.

The dark room at the end is another boss. Shoot down (or avoid) the Aliens that surround it, as they'll come after you one by one. When they're all gone, shoot the boss's head as it pops in and out, while avoiding its tentacle-like arms. Thankfully, if you're not that close to them, you can shoot the tentacles down as well. As it loses health, it will keep shooting those brown sacs at you as it keeps popping its head in and out.

It's another car level after this. This time around, you'll have to deal with crates in addition to Aliens. If you can't shoot the crates down in time, stay away from them when they go over the wall. When you make it to the end, you'll meet Newt again. This time, he'll be safe.

Level 3


Avoid the black silhouettes as they move across the floor, and shoot them when they turn into Aliens.

You'll soon start seeing green globs of acid go through the floor. Avoid these blobs as you keep fighting the enemy forces.

After you get the weapon power-up and the health power-up (if you need them), you'll see a vent which generates Facehuggers as long as it's on-screen. Destroy it so you won't have to deal with them.

The boss here is a spider-like Alien that shoot a whole bunch of flesh-colored orbs around it. Stay away from the orbs, and keep shooting from a crouching position. If you have a powerful weapon such as Flame, you'll be able to take it down in no time.

You'll then climb your way down automatically, and then you'll continue on with the game. You'll be entering some vents again, so check your radar to see if stuff is going to come out of the ceiling (or the floor vents) and attack you.

Once you're out of there, you'll be waiting for electric barriers to disappear. After a while, you'll fall through the floor again. Stay on the upper half of this section so you won't have to deal with all the crap that's going on down below.

When you go down the next ladder, you'll take on four red Aliens that expand in size when you shoot them down. When they stay big, you're really close to destroying them, and when you do, they explode. Just make sure they don't jump on you.

Stay away from the aliens that are clinging onto the underside of the steel floor, as they'll shoot some sort of plasma-like projectile at you from there. When you see the two barrels, get to the far right and destroy them from behind so you won't have to deal with those Aliens underneath the floor anymore. After that, you'll climb another ladder.

Monday, February 24, 2014

lukenuetzmann plays Aliens - Part 1 of 4


57 years later...

Not much to explain here. Just running, gunning, crouching, and dead aliens.

Level 1


Aside from your standard gun (which you can also perform rapid fire with just by holding the fire button down), you can also find power-ups that switch between the more powerful weapons: 3 Bullets (which shoots three bullets in one shot), 3-Way (a more powerful version of 3 Bullets), Missiles (which shoots missiles), and Flamethrower (which shoots a flame that destroys everything it comes in contact with).

You also have bombs which you can throw onto the ground and cause some explosions with. Throw one down and blow up everything in its vicinity!

The enemies at the beginning here are your standard fare. As you make your way through the game, though, you'll see some enemy designs that weren't in any of the movies...proof that Konami had a hell of a lot of fun making this.

When you reach the hallway with the red floor, you're about to take on your first mini-boss. Move away from his head, which is the weak point. As it turns from blue to purple to red, stay away from it as it comes towards you. When you blow its head off, avoid the LSD-like fireballs that come out of its body and keep shooting it. Pretty soon, it'll explode.

You'll then enter a driving sequence where you're at the front of a car and you'll be shooting down some aliens while moving to the next level. You have three missiles near you, which prove to be a useful secondary weapon. When you make it to the end, you'll meet Newt (the kid from the [i]Aliens[/i] movie) only to see him get kidnapped.

Level 2


This is based on the air duct scene from the movie. Thankfully, you have radar so you can tell at a glance if there are enemies ahead (or behind you). Be ready to see some crazy enemy designs, such as a floating Alien head and Aliens that throw bombs from the vents in the walls...and avoid the jets of steam!

When you make your way out of the vents, you'll come across an elevator. Take down the tap-dancing Aliens (I think they're tap-dancing), especially if they're on the roof of the elevator. If all three cables come apart, the elevator will fall and you'll take some damage as a result.

If you ever see a canister flashing multiple colors, break it. You could find power-ups for your gun or something that will refill your health. You never know.

You'll also see orange and white barrels. If you ever see these things, shoot them down. Green facehuggers will crawl out of them. They're not that bad, but they keep spawning as long as the barrels are on-screen.

After the elevator ride, you'll meet up with some zombies. These things were the ones that through those fire bombs through the vents earlier, and now these guys have machine guns. You'll also see some black orb rolling around everywhere. This is the boss, but you won't fight it just yet.

Anyway, avoid the gray ooze that come out of the wall afterward, and make your way to the other side. You'll find out that the black orb is really an Alien curled into a ball. Duck to avoid the grey bubbles that it shoots out, and stay away from it as it rolls around.

You'll be fighting more zombies, then you'll fall through the floor. Stay on the upper path through this part, otherwise you'll be dealing with the alien offspring that come out of the zombies that are floating in the water. You'll be finding some Super Bombs near the end of this part. They're like the Bombs, but they destroy everything on-screen at once. You'll then come across a Loader...and that's when asses will really be kicked...

Bad Ending Route...and more!


Here's what happens if you don't save the Mayor in time. Now with 100% more Roo.

If you're wondering why the City Hall looks a bit like the White House, that's because it is the White House. The story was changed greatly from the Japanese version.

You'll be fighting a lot of bad guys on your way to the press conference, including red versions of the G-Men, some of whom have really big life bars. When you make it to the press conference, you'll find out the fake Chief of Police is really Shiva!

This time around, he's hard as hell! He'll block a lot of your attacks, he's really fast, he's really strong and to top it all off, he has a few new moves in his repertoire that weren't in the last game, including a charging jump kick! There's a few health pickups if you go all the way down on this screen that you can work with, but this can still be a difficult battle if you're not careful.


If you let the timer expire during the battle against Robot Y, you get this. (This is a translated version of the Japanese language, hence the English text.)


Here's the Japanese version of the aforementioned ending, which is a lot darker. Robot Y is known as "Neo Y" here...


This is what happens if you beat Level 5 on Easy. Amazingly, this isn't in the Japanese version. (Skip to 9:12.)


Here's Ash, who was shown in the Japanese version and omitted in the West. He's so stereotypically gay, it's both offensive and ridiculous. He can, however, be accessed via game enhancement devices such as Game Genie or Pro Action Replay.


Here's the REAL intro from the Japanese version, translated to English via a patch. The General was replaced with the Chief of Police in the Western version, which was brutally censored for reasons unknown.


Here's the motorcycle stage from the beta version that never made it...


...as well as the bridge stage that came after it.


Round 6 had some lost areas that you can only access with a combination of emulation and PAR codes.

Sunday, February 23, 2014

BirthofaNova plays Streets of Rage 3 - Part 14 of 14


Enjoy your ending.

BirthofaNova plays Streets of Rage 3 - Part 13 of 14


There sure are a lot of G-Men around here...

/quagmire

So many G-Men on the conveyor belt segment. Geez...you'll be doing a lot of dodging against far-range attacks, so roll to the side and you'll be all right.

You'll meet a jetpack guy at the end of the conveyor belt, but by this point the worst is over.

In the third section, you'll enter another room with a robotic claw in it. The guy at the controls is in the window in the background. This is Dr. Dahm, and he's made all these robots for the Syndicate. Wait for the claw to come out, then do a standing combo on it. You'll know when it moves when you see the claw open and close, followed by the bat swinging sound.

The conveyor belt on the floor pushes you to the background into a wall of lasers, so stay at the bottom of the screen as much as possible. When it's down to half a yellow bar, the claw explodes and comes off. At this point, when it comes down, it still moves. Wait for the robot to stop glowing green and spout a grey plume of smoke. When it does, hit it with a standing special for maximum damage.

You'll then meet a brain in a capsule. This is Mr. X's brain. His men have planted bombs throughout the city, and that they're all about to blow. He then sends a robot after you. This is Robot Y, and you have only three minutes to destroy it.

It'll fly into you and shoot rockets. When it stops to jump at you, jump towards it and kick it. Back up until it hits the ground, then move towards it and jump kick it again. Yeah, he's really advanced looking, and the detail Sega put into it predates Sonic 3D Blast by three years, but he's a very sorry excuse for a final boss.

Saturday, February 22, 2014

BirthofaNova plays Streets of Rage 3 - Part 12 of 14


There sure are a lot of robots around here...

/quagmire

The first section takes place in some sort of factory in a forest. You'll be dealing with a lot of bikers that ride around and ninjas that jump out from all angles (including the bushes!) at the beginning.

If you see the bushes moving, there's a ninja there, so keep that in mind.

You'll also see some robots, and since they have more life, you'll see what they can really do: shoot lasers, charge at you and be annoying.

The second section has some of those Robot X clones. The good news is, they're just at regular enemy level and they have much smaller life bars. The bad news is, they have all the same attacks as Robot X, which makes them just as annoying as the boss variety.

When you're done with them, you'll see some blonde-haired guy in a white labcoat running around grabbing things every few seconds. Who is this, I wonder?

I am also very proud of that conveyor belt. Seriously, that is the most realistic looking conveyor belt I have seen in the series, and I like it. Nice job, Sega!

Speaking of that conveyor belt, when you hear a loud whir (or as I call it, "that elevator sound"), the conveyor belt stops, then switches direction. Nice twist.

Also, why do the G-Men not move when they shoot their guns? Is there a mechanism in the gun that activates another mechanism in their shoes that lets them float so low off the ground we can't see it?

Watch out for the pink lasers that come out of the blinking red circles in the walls, as they can hurt you. Thankfully, like most traps in the series, they can harm enemies as well.

BirthofaNova plays Streets of Rage 3 - Part 11 of 14


Well, this is weird. A stage where you can go in either direction!

It's not without its difficulties, though. As a matter of fact, it's probably the most interesting stage in the entire series, let alone the game! Read on and find out why!

Stage 6


You'll have to defeat three robots in this room...and it would be easy if there wasn't a bomb in the center of the room with a 50-second timer. Also, you have some freedom as to where to go. Yeah, that's right. You can go left and right. It's really interesting, but this new-found power can be really daunting if you don't know what to do. Best way to introduce that feature into any beat-em-up...ever.

Defeat the robots, then go to the elevator. There's one pillar with a down arrow, and another with an up arrow. Hit the down arrow two times, then take down all the martial arts guys. Enter door two, take down all the guys, and destroy the switchboard (love the "Suichboad" sign). As you take it down, more guys will show up, so take them all out and work on the switchboard again.

Take the two martial artists down again (they respawn), then go back to the elevator and go up once. Run right, and take care of the two G-men. Once again, enter the second door. Take out all the enemies and then take downt he switchboard, just like you did on the floor below.

If you enter the fourth door after taking down the G-Men again, you'll find some money bags and an apple. You'll leave the room automatically after a few seconds, though.

Go right and you'll find the Chief of Police! He's alive!

When you reach the rooftop, you'll fight three jetpack guys at the same time. Yeah, they're back. You fight them just like you would in SoR2. Just wait for them to come to your level, then grab them and smack them around. Just go for the guy in the purple, as his little flunkies will just keep respawning. (They do make good weapons against the main guy, though.)

When you beat the purple guy, a helicopter will finish off the rest. Adam Hunter from SoR1 will be on it, and he'll be ready to get the Mayor back to City Hall.

Friday, February 21, 2014

BirthofaNova plays Streets of Rage 3 - Part 10 of 14


That's no service elevator.

Stage 5

(continued)


It should be noted that if you die, you lose one of your stars, therefore losing one of your Super Specials.

When you reach the top, you'll meet Mr. X. Again.

He'll send a bunch of Zacks and Goldies after you, then you'll face two whip girls. Then Mr. X stands up...and his whole upper body ignites, revealing he's really a robot.

He'll shoot machine gun bullets and rockets out of his arm, and can also punch you three times. He can interrupt your standing combo, so stay on the move and use some dashing and jumping attacks. When you finish him off, he blows up, and he blows up real good.

BirthofaNova plays Streets of Rage 3 - Part 9 of 14

a
In this episode, we learn that Mr. X is very vain and that the game likes to pile on enemies right at the middle of the game.

Stage 5

(continued)


Oh, boy. First you see golden Mr. X statues, then you find out that Julio (the blue Garcia recolors with yellow hair) have an aerial elbow attack. Wonderful. I think all the Garcias might have it. I dunno.

The two fat fire-breathers are named Dwight and Ike (references to Dwight Eisenhower, perhaps?). Thankfully, you can fight these guys like you would in Streets of Rage 2. Just remember not to throw or suplex them.

I've also noticed the rolling attack that the fat guys have now. Didn't think they'd be that agile.

After this, you'll be fighting a bunch of martial artists as well as a few Signals. Fabio returns, and this time he wears red. The next section will be an elevator of sorts...

Thursday, February 20, 2014

BirthofaNova plays Streets of Rage 3 - Part 8 of 14


Okay, let's get this straight. We had to go underground from a hatch on top of a building to find this dojo, and it happens to be the Syndicate's hideout? This makes no sense.

Stage 5


As soon as you start this stage, you're going to be ambushed by a zillion ninjas. As soon as you make it all the way to the right and beat them all, you'll fall through a hole in the floor.

The second section has even more ninjas as well as stacks of boxes. Destroy these stacks, as there are a lot of gold bars in this section, so if you're needing points for a 1-Up, the game just cut you a break.

Be careful when you charge a sword up for a beam attack. It uses weapon energy whether you land a hit with it or not.

When you go up the stairs to the third section, you'll meet some karate guys. One of them is pink, and his name happens to be Fabio. Yeah, nice one there, Sega.

Streets of Rage 3 - The OST

Wednesday, February 19, 2014

Birthofanova plays Streets of Rage 3 - Part 7 of 14


I knew these guys were an underground faction, but don't you think this is a bit literal?

Stage 3

(continued)


The third section has you fighting the Yamatos. These guys will throw shurikens at you, slash at you with their swords and even teleport around.

Be slow and steady with these guys. Wait for them to do that sword slash, then hit them with a standing combo. If they throw shurikens from the ground, sidestep out of the way and use that as an opportunity to get closer. Be sure to stay close to these guys at all times.

The first one teleports back and forth every so often. Stay close to him and smack him after he does that sword slash move.

Every once in a while, the second Yamato will split into two, do a twin blade attack, then reconverge into one again. Stand near him when he's doing this and pull off a special for some real damage.

The third one is the real one, and he has a special manuever where alternates between making a short hop and throwing a shuriken. Stay away from him as he jumps, then come in diagonally as he throws to grab him and shake him up a bit. He also has another manuever where he turns almost transparent and follows you around before he throws shurikens at you and re-appears. Roll away so the shurikens don't hit you, then get in close again.

Birthofanova plays Streets of Rage 3 - Part 6 of 14


This is where the music becomes distinctly different from the rest of the series. Also, the ninjas are back, Japanese names and all!

Stage 4


Stage 4 takes place in an abandoned mine.

In the first section, watch out for the mine carts as they roll by, as they can cause a good amount of damage if they run into you. As you make your way further into the first section, see if you can get the mine carts to do some of the work for you, as they can damage the enemies as well.

The mine carts alternate sets of tracks, so if it shows up in the upper track, expect it to show up on the lower set next time around.

In the second section, the ninjas come back with a vengeance, Japanese names and all. Don't even bother waiting for the mine carts to take them out, because the ninjas will jump up to the ceiling and hold on until the cart passes (unless they're preoccupied with you, in that case they'll take damage). If you hear the cart coming, roll to the cubby holes in the foreground and wait for it to pass by. Luckily, the ninjas won't follow you in.

Tuesday, February 18, 2014

Birthofanova plays Streets of Rage 3 - Part 5 of 14


Another Streets of Rage game, another construction site level. *le sigh*

Stage 3


You're not imagining things. The big fire-breathing guys can actually pick up lesser enemies and chuck them at you.

When you reach the end, use the pits to your advantage. This especially goes for the black-and-pink enemies with the long life bars.

In the second section, you'll be dealing with a bulldozer while punching out concrete walls. If the bulldozer gets too close, punch at it and you'll knock it back for a few seconds before it comes at you again. When you make it to the end, your special friend will run right into the wall and have a steel drum fall onto his head. Fun.

The third section is an elevator! Toss people into the right side of the screen to send them into the abyss! That will save you some time and unnecessary damage. This section is also the return of the martial arts guys, and these guys look a lot more Western and extreme than their Eastern counterparts from the second game.

When you reach the top of the building, you'll meet a clone of Axel. He dresses just like the real Axel, except his gloves and the stripes on his shoes are blue instead of red. He fights just like him, too, except he can walk backwards and he has some weird rushing attack where he puts two fingers to his forehead before he charges at you and then stops. He also does some weird front flip that changes into an aerial elbow drop.

As you damage him, his skin gets more and more red. When you finally beat him, you'll find out he was a robot the entire time.

Birthofanova plays Streets of Rage 3 - Part 4 of 14


After fighting a mad circus clown and his trained kangaroo, we enter a dancehall. What strange oddities will we come across next?

Stage 2

(continued)


The bosses here are Mona and Lisa...a deadly upgrade to the Blaze twins from the first game. Not only do these guys somersault and jump kick, they can also kneel down and send shockwaves across the floor, throw wine glasses at you from above and even launch the other sister into the air towards you for a very high jump kick! Sidestep when they kneel down, and be sure to watch out when they hurricane kick their way across the screen together!

They also have another team attack where they send an even bigger shockwave across the room if they're right next to other, so keeping them apart is a good idea.

When you beat both of them, you'll find a note that tells you to inspect the new mall, before seeing a breaking news report that the Chief of Police has been kidnapped...and Axel is supposedly the last person to see him!

Monday, February 17, 2014

Birthofanova plays Streets of Rage 3 - Part 3 of 14

We cover the first half of Round 2 in this episode!

Stage 2


You'll be dealing with a lot of Signals and bikers in the first section. The green bikers have more health, and they are better dealt with with the regular jump attack instead of the Down+B attack in mid-air, since you have more range and you don't risk getting hit by the bikers on the way down.

The mini-boss here is Bruce the clown, and his kangaroo sidekick Roo. If you take Bruce down first, Roo will run away and you'll be able to play as him until you turn off the power. Watch out for Bruce's whip, as it has a fairly long range, and remember that if you're in close, that's when Roo can pack a punch!

The second section is the disco. The non-whip female enemies start showing up here, and they'll be dancing at the beginning...until you start beating down on them! The light show here can be somewhat of a distraction at times, so don't freak out if it goes dark for about a second.

If you're wondering what the stars do, they allow you to perform a hidden special move that require a six-button controller to pull off. To get one, you'll have to go a certain amount of time through the game without losing a life.

Birthofanova plays Streets of Rage 3 - Part 2 of 14

Apparently the first level is no walk in the park...the game sends everything it can at you!

Stage 1

(continued)


As you continue through the second section of this stage, Shiva shows his ugly face again. This time around, though, he doesn't fight you right away. Instead, he sends a few thugs at you via the motorboat in the background. You'll also start meeting up with the bikers, too.

In the third section, you'll meet up with the new version of the whip girls. Not only do they look as trashy as ever, they have some new tactics, such as leaping backwards and kneeling down if you're nearby when they get up off the ground (which keeps you from hitting them until they're off their knees).

You'll fight Shiva afterwards, and he has the exact same moves as he did in Streets of Rage 2: the kick attacks, the throw, the grab attacks, everything. The only difference is, he's much easier (and much weaker) now. Use your dash and special attacks to take this guy out.

When Shiva falls, a guy on a jetpack comes to take him away. You haven't seen the last of him.

Sunday, February 16, 2014

Birthofanova plays Streets of Rage 3 - Part 1 of 14

Well, it's been a long time coming: the only game in the trilogy I haven't played. Let's see how this goes.

Mr. X and the Syndicate are at it once again.

From Birthofanova's description:

This is the American version, which was changed from the original Japanese version in a number of ways. First, the difficulty was ratcheted up. Next, they removed Ash, an atrocious (and yet funny) homosexual stereotype. They also changed the introduction and changed Axel's Grand Upper into a Bare Knuckle. Both version nerfed this move pretty heavily, so canceling into it really isn't effective any more.

Keep that in mind while playing this game.

They also changed the storyline of the third game and also changed the outfits of all the playable characters to different colors. If you're playing the Japanese version, they're the same as Bare Knuckle II. We Yanks got Blaze wearing silver and Axel dressing like Adam (kinda).

Weapons now have life meters of their own. When you hit someone with a weapon, the meter goes down. When it's depleted, the weapon can no longer be used. Gee, so much for having an equalizer through the entire stage. Weapons have their own special attacks...you can do a dashing bat attack, which is quite nice and can take out a few enemies in a single swing.

You can also dash with any character, and also roll to the side by double-tapping Up or Down.

Enemy AI is better. Galsias (now anglicized to "Garcia") will pick up knives, while numerous enemies will pick up health replenishing items off the ground and use them against you by consuming them themselves!

The new character, Zan, fights differently. If he grabs a weapon, he'll change it into energy, and he'll be able to use that energy as a projectile against the bad guys.

The most notable change, though, is the timer being replaced with a blue gauge with "OK" at the top. When it fills up, you'll get the "OK," which lets you use a special attack without wasting energy...as long as the meter is full. When you use one, the meter depletes and you'll have to wait for it to fill back up.

Stage 1


There's quite a few new moves in this one.

The Goldies (the blonde-haired punks in the red tanktops, also well known by their sunglasses) can block attacks, so watch out. The Zacks (the men in the bandannas) can grab you and headbutt you. Also, the G-Men (the guys in the suits and sunglasses) can shoot at you with a pistol from a long range, so carefully make your way up to them before you give them the beating of their lives.

In the second section, you'll meet one of the fat fire-breathing guys almost immediately. (Sheesh, the game wants you to be good at the second game as soon as you play it.) Unfortunately, you'll have to handle him this time around like you did in SoR1: you can't throw him and you can't suplex him. Keep that in mind. You'll be fighting quite a few of these along with some Galsias.

TOTALLY UNRELATED: The Chip 'n Dale Rescue Rangers Longplay


...because I didn't come up with the idea of doing my own longplays yet.

This was done in one take with no practice beforehand.

Yes, I die a few times. Yes, I try to get as many lives as possible.

Saturday, February 15, 2014

PrinceWatercress plays Monster in My Pocket - Part 3 of 3


...and just like that, it's all over.

Stage 6: Last Battle At Monster Mountain


You'll begin the level falling into Warlock's underground lair.

The dinosaurs take three hits to defeat. When they stop in front of you, duck and keep attacking to bring them down and to avoid their fire breath. Watch out for the water droplets soon after the start of the level that drop from the stalactites, as they will damage you.

The minotaurs take one hit, but they stop briefly before charging at you. Be ready to either jump or hit them when they run. You'll soon see spikes on the ceiling, and then you'll hear a loud rumbling sound. You'll soon find out that you're running on a crushing floor! When the floor goes up, duck to avoid the spikes. Believe it or not, this also destroys any minotaurs in the area, but you won't get points for it.

The flying creatures here act like the ones in Stage 5, except they're bigger, they take three hits and their beams are slightly bigger (I think).

After a while, you'll go from a cave setting to a building with columns and brick walls, and you'll also find two health power-ups. Eventually, you'll stop going to the right and the floor will drop. This time, you're on an elevator. There will be three windows in the wall, and monsters will pop out of them. These red guys will jump at you when they're close enough... stand at one of the sides of the screen and jump and hit them when they leap at you. You'll have to deal with four salvos of these guys.

When the elevator stops, run back to the center before you continue to go right, since the screen doesn't self center itself. You'll fight a few more dinosaurs before you enter the next section.

The next section is a boss rush fight. You'll get two health power-ups before you walk to the elevator. You'll fight the bosses from the last five stages one at a time, in the order the stages in this game go. You won't be able to refill your health (with two health power-ups) until you beat them all, though.

We're still on Stage 6, but I'm going to split this more cleanly between the first form and the second form for clarity purposes.

Warlock - Round 1

When you reach the hall full of columns, Warlock will appear and then float into the air. When he's at the top of the screen, he will extend his arms and wait a bit before shooting a bolt of electricity from his right hand (it'll come from the left side of him, for those of you confused between your right and "your other right"). Keep running and double-jump to get away from it. If you can maneuver your double-jump towards him and hit him, great. If you can get two, maybe three hits off of him, that's excellent.

He'll keep popping up in random spots, but he'll always be at the top of the screen, and he'll keep shooting lightning bolts directly at you. If you can keep dodging and getting shots in before and after he attacks, you should be just fine.

Warlock - Round 2


After beating this form, he'll have a serious headache before vanishing. You'll getting a message saying you've saved the monster world for vampires and monsters everywhere, and you'll be sitting at that TV again. But you're not done!

Warlock shows up, and he's ready to finish you off! He'll be on the TV screen. His eyes will gleam for a second before he shoots fireballs from his eyes. When these fireballs hit the ground, they'll turn into two monsters that follow where you're going even if you're in midair. Don't even bother to finish them off; they take three hits but they're really fast and trying to kill them is rather time-consuming...you'll definitely get hit before you can take even one of them out.

Double jump and hit him as much as you can before he shoots the fireballs. If you can time it right, he won't be able to fire it at the ground. If you can time it perfectly, the fireballs will go towards you...and the ceiling!

This form takes only 17 hits, but he's really easy if you can time your double jumps right and you get at least three or four hits in before the picture of Warlock scrambles after each attack.

Once you beat him, your character will sit back down and look at the TV. The credits roll, and your character leaves when they're done.

Now is this game easy, or is this game easy?


PrinceWatercress plays Monster in My Pocket - Part 2 of 3


Can you believe we're already halfway through the game?

Stage 4: Towering Catastrophe


Love the music in this stage. Just thought I'd say that.

If you keep going back and forth at the beginning, you can get a health power-up at the beginning and also an infinite loop of monsters that will (slowly) give you as many lives as you need.

When you're ready, jump on the fencing until you reach the top. On your way left, you'll fight off some monsters as well as sets of nails that act as spikes that you'll have to jump over.

You'll eventually reach the hook of what appears to be a construction crane. (Who knows?) Jump onto it, and it'll take you across the spikes. You'll have to fight off some enemies on the way, and you'll find a health power-up below the hook if you need it - just take care not to get hit by enemies or step on the nails while getting it.

The guys on the narrow pillars are tricky and take three hits to go down. They blink their eyes four times before they lower their arm for a brief instant and extend it. Pay close attention to them and jump at the correct moment - if you fall into the bottom of the screen, you'll lose a life.

You'll then reach the bottom of another area of the construction site. There are lions that breathe fire before they charge at you. Hop over the fireball, then hit them when they're close to you. The guys that slide on the slopes that you traverse to reach the top above take two hits, but if you mash the buttons as soon as they jump forwards, they won't be too much trouble.

When you reach the top, you'll meet some more lions and also find two more health power-ups. Go to the right and you'll eventually trigger an elevator. Once it starts going up, stay in place. Those flying enemies that you saw at the beginning of the stage as part of that loop will show up again, coming from either the left or the right. Here's where to face during this time, in order of appearance: Left, Left, Right, Right, Left, Left, Right, Right, Left, Left, Right, Right.

The elevator slows down when you fight the last twelve monsters. When it stops, keep going right and you'll collect two more health power-ups...and meet the boss!

Boss


The boss here is a monster on a hook similar to what you just rode on during the beginning of the stage. Yes, you do take damage if you touch the hook. He'll zoom in, throw some balls at you, and them zoom back out. He always follows a specific pattern, too:
Down, Up
Right, Right
Left, Left
Down, Right
Right, Up

...and then it loops. It's pretty easy to learn once you get the hang of it, so after a while, you'll know when to jump.

The balls are easier to dodge when they're coming down.

If you double-jump over him when he's going left or right, you can secure more hits. Just be sure to dodge those balls he throws!

Stage 5: Oriental Illusion


This is where the game can get difficult, especially if you're going for a deathless or hitless run.

The red guys that walk towards you take two hits, and the flying green lizards dive towards you as part of their attack. Hit those guys when they get close.

Your double jumping skills have to be flawless when jumping over the pits, or else you'll be losing some much-needed extra lives.

The sharp edges of the barbed wire can hurt you if you touch them. The flying red creatures will shoot lasers at you when they're in range, so keep an ear out for the sound of their lasers firing and be ready to double-jump. If you jump to the top of the fence, you'll fight less enemies than you would if you stayed on the ground. You'll also be able to find two health power-ups if you can stay on top after reaching the top of the fence, too.

The next enemies you'll see are gold statues that take two hits and run quickly towards you when you turn your back (and walk away when you look at them). You'll see more of them and the flying red enemies here before you make it to the next section.

The next section starts with a gate of some sort. If you jump to the top of the fence, you'll be able to fight all the enemies. But if you stay at the middle, you'll find a bolt that could prove useful in the house.

The house is a bit tricky at the beginning. The dogs that throw the bones at you don't start attacking until you're exactly in range, and some of them run at you from behind at the most inconvenient time. They also take two hits, which makes their attacks even worse. If you have the bolt, though, it makes it slightly easier.

Once you're past those pillars that hide those enemies, though, it's easier. You'll find a health power-up, and the rest of the dogs will run towards you from the right side of the screen. You'll then run past a rice wall, with monsters popping out of it ready to charge at you. Luckily, those guys take only one hit. You'll still see dogs charging at you while you're dealing with another enemy near the end, so be careful.

You'll find another health-power up near the end of this section. If you managed to keep the bolt on you throughout this section, you'll be able to use it against the boss if you're still carrying it with you.

Boss


Medusa is annoying, but still simple. Five Medusas will fly out from the top of the screen, but only one of them is real. One of them will fire a beam that petrifies you if you touch it, and the other four will disappear soon afterward. The real one will then fly at you in an attempt to attack you. If you can take the time to double-jump upwards and hit the real one just by pure luck, you can get some hits in before it fires that beam and make the battle a lot easier. Just remember to get away so that she doesn't fire the petrifying beam at you.

Friday, February 14, 2014

PrinceWatercress plays Monster In My Pocket - Part 1 of 3


Are you a bad enough vampire/monster to take on Warlock?

Believe it or not, the game is easier than the videos slightly imply it to be. I've done deathless runs with both the Vampire and the Monster (there's no difference between the two characters, gameplay-wise). Hitless can be done, but you have to be well prepared if you want to pull it off.

So, you're just looking at a blank television when Warlock appears on the screen out of nowhere, telling you his minions are now going to kill you. Gee, guess the only thing you can do is destroy as many of them as you can and face Warlock himself.

Stage 1: Monster In My House


This one is pretty straightforward. Start running to the right and start pounding all the monsters you see into sand. You can climb on top of the stereo and get a key that you can throw at enemies, but you'll get less points doing this.

The skeletons toss skulls before walking backwards and doing it again; you can either hop over the skulls or punch them to get rid of them. The fleamen jump towards you, but if you can time right, you can hit them on their way down. The witches are a little tricky, but not too much. Wait for them to appear, then hit them. If you have to stop to punch their projectiles, do so.

In the next section, you'll see a few more monsters before you reach a table. Double-jump up the table to get the health power-up if you need it, then double-jump up some more and double-jump to the staircase. Walk down it and you'll eventually pick up speed and start flashing. When that happens, you'll be running over any monsters that are in your way, destroying them. You'll land near a health power-up at the end.

The flying creatures here will dive towards you but not hit you if you stand stiil. When they're close to the ground, you have the perfect opportunity to hit them. The red creatures act like the zombies.

Boss


The boss here just jumps up and down and throws knives. Follow him to get as many hits on him as you possibly can. If you're fast and careful enough, you can kill him after his only salvo of knives. (I've done it once, believe it or not.)

More than likely, if you're playing on One-Player Mode, you'll have 500 points - enough for an extra life. You'll have to get another 2,000 points to get another one, and that will take a while.

Stage 2: Big Trouble In The Kitchen


You're better off staying on the ground until you go as far to the right as you can, since you can't jump up to the tables from underneath on the chairs. The ghosts just float towards you. Yeah, the enemies are that easy at this point.

Once the screen stops scrolling, jump up the chair and you'll be able to jump onto the table. Now you'll have to go left.

The green cerberii (I guess that's what they are) leap to where you are, especially if you're standing still - and standing still gives you the perfect opportunity to whack them. The blue monsters that throw sugar cubes at you toss them so that the cubes home in on you. Knowing that, it's not too hard to avoid them by either jumping out of the way or punching them.

Yes, you can walk on the plates and the water taps in this next section. Now we're actually in the kitchen.

If you keep walking towards the monsters that throw axes, they'll end up throwing them over you rather than at you, making them more easily beatable. Also, the dragons drop eggs that crack once before falling through the ground. Make every effort you can to hit both the dragon and the egg...it'll make it a lot easier to get the points needed for another 1-up.

You'll find another health power-up along the way, and soon afterward you'll be seeing the monsters from the first section again. They're mostly the running enemies as well as the flying ghosts. Once again, this is a pushover.

You'll then approach the stove. When the stove tops burn higher, double-jump over them. You'll see a health power-up after the third burner, but if you drop down from the oven (hold Down and press A; the oven is the only part of the level where you can do this), you'll be able to find two more of these power-ups if you desperately need them.

You'll also find a key, but defeat the monsters before you grab so you don't risk losing health. If you can carry it to the end of the level, you'll be able to take it with you to use against the boss.

Boss


You'll fight the next boss (some sort of Abominable Snowman) in the refrigerator. You can hit him at least twice before he charges at you. When he's flashing, he'll run at high speed for a while before shooting some sort of ice breath that freezes you for a while (or until he touches you). If you can leap over him and hit him again while he's running towards you, and keep this going like some sort of endless loop so that he doesn't do that, then he's really easy.

If you have the key, you can fight him from afar. But in my opinion, it's better to practice fighting him from close-up. You'll see why later.

Have I played this game, or have I played this game?

Stage 3: Crisis from Underground


Stand there at the beginning and you'll see a flying monster coming from the right. It attacks like the flying creatures from Stage 1, so you know what to do here.

Hold Down on the Control Pad and jump to go down the stairs. You'll see another flying monster come from the left after four steps, then another from the right after another step or two.

The monsters that hide in the ground take two hits to destroy. They shoot fireballs at you, but they won't be able to if you beat them to the punch and mash the B button.

You'll see two health power-ups here, but if you've been doing well, you won't need them.

You'll then have golf balls rolling down the hill from behind you. You can't destroy them, so double-jump over them. You'll see purple flying creatures that shoot fireballs when they land, but if you use the same tactics as from the beginning, you won't have to worry about that.

You'll find another health power-up. Go further to the right and you'll drop into the sewers. Walk to the right and you'll pass some sewer grates where both water and monsters come out - and damage you if you touch either. Sometimes the monsters will take a water slide ride out of the grates from behind you, so be careful. These monsters take two hits.

You'll then approach a river and a raft. Fishmen leap in and out of the water, but it only takes one hit to kill them. Just be careful not to jump off the raft and into the water when you go after them.
 

Boss


The boss here is some sort of giant calamari or something...I'm not quite sure what it is. You can either stand still or walk around, but I recommend the latter to confuse the boss.

The splashes of water indicate where his arms are going to be, and they always follow the "right, both, left" pattern when the water splashes. Hit the octopus in the head as you double jump away from the arms. He'll dive down for a while, then he'll do the splashes again.

Keep dodging the arms and continue hitting it in the head, and it'll eventually go down.

The Music of Turok 3

Every weapon in the game in action.

Thursday, February 13, 2014

Eexecute plays Turok 3: Shadow of Oblivion - Part 23 of 23


We finally end this one...

0:07 - A cutscene! Yay! Wait...what?

0:45 - Yeah, this is the last boss. Take him out with the PSG when he follows you into a corner. There.

1:36 - The ending.

2:49 - The credits.

3:52 - The epilogue.

5:56 - Playing the game with Joseph - in thirty seconds.

6:38 - For beating the game on Oblivion with both characters, you get to play as Joshua, who has all the weapons. Well done. Also, all the cheats.

Eexecute plays Turok 3: Shadow of Oblivion - Part 22 of 23


OH DEAR GOD WHAT AM I EVEN LOOKING AT

Chapter 5: Oblivion

In The Grasp Of Oblivion


0:25 - A cutscene involving...The Child.

1:25 - Here's Oblivion. You can only hit him at two specific times: when he hits the ground with that blue orb for a hand, or when he shoots beams at you. However, this is a way around this (kinda). Shoot the PSG, and wait for it to stun him. When that happens, switch to the Razor Wind and hit him in the chest with it to deal the most damage. When he comes to, repeat the process. In the meantime, run around the arena to regain ammo and health.

Be careful! He can regenerate his health when you least expect it. Thankfully, Eexecute lucked out.
 
7:08 - Oblivion defeated!

Not quite, though. The Essence of Oblivion comes out of that thing, and you'll have to chase it down and destroy it.

Wednesday, February 12, 2014

Eexecute plays Turok 3: Shadow of Oblivion - Part 21 of 23


Click here for derping, the Proton Star Generator, and the majestic return of Dead Tien.

Chapter 5: Oblivion


Staging Area


1:42 - Eexecute gets his revenge on this guy for killing him with the PSG.

Crystal Processing


3:28 - Goddammit, Tien.

Staging Area


4:46 - Obvious secrets are obvious.

Undershaft Down


6:26 - Now would be a good time to use the Cerebral Possessor.

7:02 - Workplace safety hazard.

Undershaft Halls


7:56 - Derp.

Eexecute plays Turok 3: Shadow of Oblivion - Part 20 of 23


We're nearing the end now...

Chapter 5: Oblivion


Central Nexus


0:21 - Well, so much for that.

Refinery Two


5:10 - More stupidity involving the Vampire Gun. Guess what number it stops on.

Central Nexus


6:36 - The PSG in real action (kinda).
 
7:48 - Dead again.

Tuesday, February 11, 2014

Eexecute plays Turok 3: Shadow of Oblivion - Part 19 of 23


Now to get our hands on the ultimate weapon...

Chapter 5: Oblivion

Ore Transport


1:44 - How to die. (Thankfully, he doesn't really die here.)

The Gauntlet


3:27 - lolwat

6:07 - Eexecute speaks too soon.

Refinery One


7:01 - The final piece of the PSG.

7:18 - The PSG in action. You'll have to wait for the meter on the gun to go back to green before you can fire, but at least you have infinite ammo with it. Love those black holes...you just can't get near them without taking a slight amount of damage, so stay far, far away when you fire it.

7:58 - Derp.
 
11:35 - Dead.
 
11:46 - MOAR CHIPMUNK
 
12:50 - END OF CHIPMUNK

Eexecute plays Turok 3: Shadow of Oblivion - Part 18 of 23


It's the return of chipmunk time!

Chapter 5: Oblivion


The Outskirts


0:57 - Just for that, you're getting the life sucked out of you.

2:21 - You, too.

2:59 - It's chipmunk time again!

Chaos Entrance

3:25 - Back to normal speed.

4:29 - Fun with Oblivion.

Drilling Sector


6:26 - Heh, heh, heh, drilling sector.

6:51 - "All right! I'll get some free health from this gODDAMMIT!"

Ore Transport


9:28 - "Alright, I'm gonna hit this guy from afar with the Cerebral Bore...let's see what happens...wait, wha...FFFFFFFUUUUUUUUUUUU"

11:05 - Ah, so that's how we get in there.

12:03 - Hey, there's an Oblivion over there. I'll just turn back around and head the other way so I can shoot him through the gra...FFFFFFFUUUUUUUUUUUU"

Monday, February 10, 2014

Eexecute plays Turok 3: Shadow of Oblivion - Part 17 of 23


After plunking in the Gems of Fire and Ice, we finally face the ultimate test!

Gate to Oblivion


0:40 - Once we put both gems in, we get this cutscene when we reach the other side.
 

Chapter 5: Oblivion

Welcoming Committee


2:01 - The Oblivion's priests (if that's what they are) can deal hellacious damage.

2:47 - A Turok 2-style portal.

The Outskirts


3:21 - I don't even know how he survived that, but he did.

4:41 - First world problem...solved.
 
6:34 - First world problem...resumed.

Eexecute plays Turok 3: Shadow of Oblivion - Part 16 of 23


We have frogs with legs.

i just

Burning Passage


2:28 - We now have frogs with legs. I don't even.

2:57 - "Oh, wow. Another one. This isn't so bad, since they all fall with a well-placed pistol shot or two but OH SWEET JESUS WHY IS IT SO BIG?!?"

Fiery Encounter


4:20 - This Fireborne's quasi-stealth tactics still don't help him.

Heart of Fire


6:27 - The boss here is the Alpha Fireborn. Guess what? The Razor Wind makes him out to be a joke, too. Take down the stalactite on the ceiling to harden the lava, then kill him with the Razor Wind before the lava comes back.

Gate to Oblivion


9:40 - After scaling the roof of the Pyramid, we find this PSG part.

Sunday, February 9, 2014

Turok 3 Cheats: Part 2 of 2

...and here's the other half of those cheats.

Eexecute plays Turok 3: Shadow of Oblivion - Part 15 of 23


"A cave made of fire, filled with fire, and enemies that are made of fire that shoot fire."

I ain't arguing with that.

Gate to Oblivion


0:31 - After opening up this pyramid, we fight what seems to be some sort of evil priest. The Firestorm Cannon puts him out of his misery.

0:44 - Before getting the Gem of Ice, we have to deal with all these randomly spawning blowdart guys.

1:40 - These two switches lead us to a Lava Globe. I wonder what this does...?

2:47 - Oh, I see. It opens this door.

Fiery Encounter


3:13 - No, Eexecute, it's not you. Remember the Firebornes from Turok 2? Well, guess what? They're back.

Aerial Journey


5:06 - After jumping into a few air currents that slowly whisk us around, we come across this boulder and block an air vent.

6:11 - A new type of Fireborne. He's not much tougher than the regular kind, though.

6:38 - Hit this rock in the ceiling to get the lava to pour out. You'll find some new platforms you can stand on.

6:48 - Tien's dead body sure gets around.

7:15 - "What are you doing?"

"Umm...nothing?"

*shoots Fireborne with Fireswarm Cannon, watches him fall*

"Well, at least he fell off the cliff. I don't think he survived that."

*looks over cliff edge*

"Goddammit."

*shoots Fireborne with Fireswarm Cannon again*

The Nursery


8:18 - This section is particularly nasty...and this is why.

9:30 - New weapon: the Cerebral Possessor. It's an upgrade to the Cerebral Bore which lets you temporarily take control of the enemy you target and hit it with for either five seconds or until you decide to let the Possessor shot detonate and blow the poor guy's brains out (whichever comes first).
 
10:43 - Not one, but two Ultra Healths. Thanks, game.

...

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