Monday, March 31, 2014

I8Strudel plays Kirby's Dream Land - Extra Game - Part 4 of 4

It's time to take on Dedede...and he's much, much faster. Good luck whittling down his health now!

When you beat the game in Extra Game mode, you'll see all the enemy names for both game modes. It's pretty awesome.


Other than that, there really isn't much else to mention. There's a reason I covered Extra Game mode, though. It's a bit harder.


I8Strudel plays Kirby's Dream Land - Extra Game - Part 3 of 4


Well, we get to see the bosses...and Dedede...again!

Stage 4: Bubbly Clouds (continued)


To beat Kracko's second form, basically do most of the same stuff you did against his first form. Just stay all the way to the left side of the room and fly over him when he dives towards you, then inhale a bomb when he drops them and send it his way.

Stage 5: Mt. Dedede


Well, here are the boss strategies (again):

Whispy Woods drops Gordos in addition to apples, and his air pellets are much faster this time around.

Lololo and Lalala move faster, but thankfully, that's all they do here.

The boss here is much faster than on the original quest. He goes into the rushing tackle attack almost immediately, which will do damage to you every single time until you get used to it.

To beat Kracko's second form, basically do most of the same stuff you did against his first form. Just stay all the way to the left side of the room and fly over him when he dives towards you, then inhale a bomb when he drops them and send it his way.


Dedede is much faster, and it can be a pain. Just stay on your toes against him. Staying on the ground will allow you more opportunities to attack. He also bounces twice whenever he jumps, so you have to wait until the stars from the second jump disappear before attacking him. He doesn't do this every time, though, so pay attention.

Sunday, March 30, 2014

DAT SNOOP DOGG

Because I honestly can't think of anything else.

I8Strudel plays Kirby's Dream Land - Extra Game - Part 2 of 4


EVERYTHING WANTS YOU DEAD

Stage 3: Float Islands (continued)


The cannon at the end of the ship is just relentless.

The boss here is much faster than on the original quest. He goes into the rushing tackle attack almost immediately, which will do damage to you every single time until you get used to it.

Stage 4: Bubbly Clouds


The guys that fly around in circles are much faster.

The parasols that the Waddle Dees carry now have a mind of their own. Instead of floating into the sky never to return, they start flashing and start flying into you instead. Inhale the enemy that holds the parasol, then spit them at the parasol.

The Sir Kibbles no longer wear their armor, and they now look like Link...weird. They don't just look the part, though, as their boomerangs have more range and can move upwards on their way back, hitting you in the back of the head after you jump over them.

The room before Kracko's first form contains pelicans now.

To beat Kracko's first form, stay all the way to the left to avoid the cannon balls from his dashing attack, duck when he comes down, and jump over him when he does his dive attack. Spit any of the bombs he drops back at him, then get back all the way to the left side of the screen and repeat.

The Gordos in the wall full of Star Blocks move in a really weird pattern. They move left, then right, then go up a little bit before they do it again...and keep doing it.


Stay all the way to the right at the screen before the boss door. The moon has a secret room in it. If you're agile enough, you can get two Maxim Tomatoes and a 1-up.

Saturday, March 29, 2014

I8Strudel plays Kirby's Dream Land - Extra Game - Part 1 of 4


Welcome to Extra Game mode, where the enemies are harder and weird stuff happens!

Stage 1: Green Greens


Yep, another second quest.

The enemies are a lot faster in this mode, so you'll have to be ready when enemy forces come your way. Cannons, meanwhile are now silver and look more modern...and they shoot four shots instead of three. The shots are faster, making the Shotzos in Extra Game mode much more relentless.

The chicks are replaced with chickens, and they have different attack patterns now. They can deal two units of damage, which can make them a real pain.

The Cappys are replaced with beans, and they hide in cakes. The first one you see in the stage shoot out cake icing, which makes it harder to get close enough to inhale it. Once you do, though, you can take the guy who was inside of it out.

The Bronto Burts are now black and have a weird facial expression. It's just...unintentionally racist. They can move really fast on a moment's notice. Like the chickens, they can deal two units of damage instead of the usual one. Gordos are even worse, as they can deal three units of damage now.

When you face the Poppy Bros. Sr., he throws bombs a lot more often now. You'll actually have to be on the move against this guy. He also has a dash move which is hard to avoid, due to the increased speed apparent on some of the enemies.

Whispy Woods drops Gordos in addition to apples, and his air pellets are much faster this time around.

Stage 2: Castle Lololo


The Broom Hatter at the beginning goes straight for your throat. When you enter the castle, the Waddle Dees and Waddle Doo jump around.

The ghosts are now cross-dressing...and they're really, really fast this time. Also, good luck getting the bomb. It'll start to explode as soon as it appears onscreen.

The masks have a different appearance, as well as the faces that come out of the ? blocks.

The hippo-like things that shoot bubbles upwards now shoot them towards you, and the Gordos in the underwater segment both move faster and jump around, which makes getting around difficult.

The Mummy balls are now Skulls, and...you guessed it...they're faster.

Lolo seems to have something against Kirby. Besides running around at light-speed, he shoots two things at you before retreating...and that second thing is usually a Gordo. It should be noted that the higher up he is, the slower he moves. To beat him this time, inhale a block, move away, then wait for him to attack [b]again[/b] before you hit him.

Lololo and Lalala move faster, but thankfully, that's all they do here.

Stage 3: Float Islands


The squids are now octopi, and they deal two units of damage.

The clams that shoot the Waddle Doo beams are now crabs.


The Kabuus are angry now.

Ways to die in King's Quest II: Romancing the Throne

Show 'em how it's done, MrWhitman.

Friday, March 28, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 10 of 10

Well, we're on an island. There's a tower in the distance. Could it be...?

All maps by Dan_.

New World Map

Tower Map

Upon exploring this island, you'll find a tower. Head towards the tower entrance, and go north of the door. You'll find an amulet on the ground. Pick it up. You'll notice that on one side it says the word "Home" on it. Type in the command "say home" to return to Daventry...but don't do that just yet! Doing so will give you the bad ending where Graham returns to the castle without a bride...and you don't want that.

There's nothing else to do here, so head back to the front door of the tower. Open the door, go in, and carefully make your way to the top. (Be sure to save everytime you go up a screen.) When you go up two screens, you'll make it to the top...and to a ferocious lion! But you have the smoked ham from Dracula's Castle, so throw it to the lion and the lion will eat it. It will fall asleep, and you'll be able to open the door next to it.

You'll finally meet the girl in the tower, whose name is Valanice. Talk to her, and she'll ask you your name. Type in "Graham" and she'll thank you. Type "kiss girl," then she'll ask you to come closer. Do that, and you'll both kiss. From this point, type in "say home." Now that you have Valanice, you'll both head to the altar and wed! (I'm still trying to figure out why on earth a shark is sitting in the pew of the church, as well as all the monsters in Kolyma...weren't they trying to do you wrong the whole game? Also, Dracula is strangely alive again. What the crap, Sierra?)

Well, if you did everything mentioned in the blog series (and remembered to put on the cross the monk gave you), you should have all 185 points! Congratulations! You did it!


Dilandau3000 plays King's Quest II: Romancing the Throne - Part 9 of 10


Now that we've gotten rid of Dracula, let's finish this game off!

All maps by Dan_.

Dracula's Castle Map

Head back to the locked chest. Unlock it with the silver key and open it. You'll find a diamond and sapphire tiara. Take it. From there, get out of the castle and get back onto the boat.

Map

Head back to the bridge across the chasm. You'll be crossing it for the seventh and final time. If you were expecting to do something special to cross it more than six times, you're right. It's called getting the third gold key. XD

If you cross it an eighth time, you'll die. No turning back now.

Go to the door and unlock it. Finally, you get something awesome: a portal to a world you've never seen before.

New World Map

What is this? The Bermuda Triangle? The Daventry Triangle? Another dimension? Another planet?!? Who knows? All that is known, however, is that something big is here.

Go north and you'll find a fishing net. Take it, then go back to the previous screen and go south again. It seems like you can't get anywhere, and if you swim in the ocean, you'll drown. Here's what you do: use the fishing net by typing the command "fish" and pressing Enter a few times. On the third try, you'll use the net, and you'll get a large golden fish. Take it, then throw it back in the ocean. It will show its gratitude by offering you a chance to ride it across the ocean. Take the ride, and you'll end up on an island.

Thursday, March 27, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 8 of 10


We now explore the castle in the middle of the poisoned lake...

All maps by Dan_.

Dracula's Castle Map

Open the door, and you'll be in the castle.

Let's go west first. This leads to a spiral staircase. Be careful not to fall as you make your way up. Open the dresser drawer and you'll find a candle inside. Take it.

Go down the spiral staircase, and walk up to the torch on the wall that's halfway between upstairs and downstairs. Light the candle with it. Your candle is now illuminated. Let's now go to the room east of the entrance.

There is a smoked ham on the table. Take it. DO NOT EAT THE HAM. Go north and take care as you go up the stairs. Hugging the non-existant wall on the lower half of it and the wall in the background on the upper half makes this a lot easier. It should be noted that compared to Graham, the chairs and table are fucking gigantic.

Go right when you make it upstairs, and you'll be able to walk up to the chest. Unfortunately, you'll need a key to unlock it, so you'll have to head back downstairs. Be careful on your way down, as it is very easy to fall on your death as soon as the game transitions to the bottom of the stairway.

Head back to the dining room and go east. You'll see some more stairs, and these are much easier to cross than the ones up to the locked chest. Since the candle is lit, you'll be able to see stuff.

When you make it to the bottom, go into the room to the west. You'll find a coffin. If it's open, leave the room and come back. Open the coffin, and you'll finally find out who "C.D" is: Count Dracula! Quickly type in "kill Dracula," and you'll hammer away at him with the mallet and stake. Get the key he leaves behind when he turns into a pile of dust.


Remove the pillow from inside the coffin, and you'll find the third...and last...gold key! Take it!

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 7 of 10


Now that you have the second door open, there's only one place to go...

All maps by Dan_.

Map

As soon as you enter the cave, you'll find the second key. Go up to it and pick it up.

Kolyma Map

Walk out of the cave and ride the carpet again. The carpet will take you back to the antiques shop. Head back to the bridge, cross it, and unlock the door with the key. Read the inscription of the third door before doing anything else: "Whosoever chooses to seek the last key must have a stout heart." I wonder what [b]that[/b] means...?

Return to the part of the poisoned lake where you see the castle in the distance. You'll see some black shrouded guy who looks like Charon, the ferryman of the River Styx on a boat. He only shows up if you read the third inscription, so if you didn't do that, you just made the game unwinnable. Congratulations.

Anyway, don't deal with him just yet. Instead, go two screens west and one screen north. There's a stake leaning against a tree. Take it.

Go back to the guy on the boat. Put on the cloak and ring. This way, you'll be able to get on the boat and actually gain three points instead of losing a bunch of points for giving the ferryman one of the treasures.

This next part is going to be painful...unless you eat the magic sugar cube. You can do this without the magic sugar cube (my sister actually did this back in the day, so that's how I know) by being careful and saving at the corners. Touching the brambles that line the sides of the road to the castle equals instant death.

Good lord, it's like that Irritating Stick game from Japan...except even more annoying.

When you make it to the door, either keep the cloak and ring on, or wear the cross the monk gave you. If the ghosts touch you without either of these things equipped, the ghosts will possess you and send you into the brambles. When this happens, the magical sugar cube is negated and you'll die from touching the brambles. Thanks, game.

You're better off eating the sugar cube, though, as eating it gives you one point. Nice.

Wednesday, March 26, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 6 of 10


The quest for the second key is about to begin!

All maps by Dan_.

Map

As soon as you return the nightingale to the old lady at the antique shop, she'll give you the oil lamp and close shop. (She must really love that bird...)

When you rub the oil lamp, you'll find out that it is indeed a magic lamp and the genie inside will give you a magic carpet. Rub it again and you'll get a sword. Rub the lamp yet again and you'll get a leather bridle. The lamp will then disappear after a third rub.

Anyway, take a ride on the carpet. This will take you to the mountaintop.

Map

As soon as you go west from here, you'll see a poisonous snake. If you type in "Hi snake," the snake actually speaks. How about that? Also, getting too close will obviously kill you.

Instead of killing the snake with the sword, you can throw the leather bridle on it. (How this makes sense as well as how we're supposed to figure this out without using the official hint book, I'll never know.) This not only gives you more points, you also change the snake into a winged horse. You can greet the horse like you did the snake, but if you talk to it, it will thank you for breaking the evil enchanter's spell and give you a magic sugar cube that protects against poisonous brambles before it flies away.


Going west from here takes you to a cave. Before you go in, look in the hole in the rock in front of it. You'll get a preview of the first Space Quest game. Thanks, Two Guys From Andromeda.

Easter Eggs!

Show 'em how it's done, MrWhitman.

Now with glitches!

Tuesday, March 25, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 5 of 10


Now that we've gone underwater, how do we climb the mountains? We're about to find out!

All maps by Dan_.

Map

Going east from here will take you back to the poisonous lake. Apparently, the fairy appears again, so if you lost the protective spell that she gave you, she can give it to you again. She always shows up near the monastery, so if you're looking for her, check around there.

Go south, then east. You'll find another building. This building is an antique shop. If you read the sign, you'll find out the shop is open. Go on in. (After reading the sign, of course. Otherwise, you won't be able to enter.)

Talk to the old lady inside, and she'll motion towards the oil lamp on the table. You want it? It's yours, my friend, as long as you have...the nightingale. Turns out that nasty old Hagatha stole the nightingale from her. Since giving her the nightingale is better than giving her two treasures, let's go for it. Head back to Hagatha's cave and get the nightingale.

Be careful around the antique shop, as an evil enchanter runs around in Kolyma as well.

It appears we forgot about the bottle. If you look at the bottle, you'll notice a large cloth inside. Pull it out of the already-opened bottle.

Head back to Grandma's House, then head to Hagatha's cave. If you head inside and see Hagatha, leave the cave and re-enter. She should be gone. Drape the cloth over the cage to quiet the nightingale (this gives you some very easily missed points, by the way), then take the nightingale.

Now that you have the nightingale, it's time to head back to the antique shop. But first, head east and then north. Look inside the stump and you'll find a necklace with...you guessed it...diamonds and sapphires. Take it.


Go east two screens and you'll notice a sizable hole in one of the trees. Get to the side of the tree to look in the hole, and you'll find a mallet. Go ahead and take it. If you have the protective spell, the dwarf shouldn't bother you here.

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 4 of 10


If I hear that "Under The Sea" song from The Little Mermaid one more time...

All maps by Dan_.

Map

When you take the clamshell, you'll find a diamond and sapphire bracelet underneath. Take the necklace.

If you open the clamshell, you'll find out it's empty.

North of the clamshell screen is a mermaid. You'll get nothing if you talk to her after swimming up to her, so give her the bouquet of flowers instead. She'll summon a seahorse. Take a ride on it, and you'll go underwater.

Underwater Map

Go west until you meet King Neptune. Get to the middle of the screen and give him the Trident. He'll give you a bottle, and he'll also open a large clamshell which gives you a golden key. Position King Graham so he's right next to the key, and take the key. Congratulations! You have the first key!

Map

Once you're back on dry land, head two screens west and you'll see the poisoned lake. We've seen it before, but this time around, Dilandau3000 goes into detail about it. If you even do so much as drink the water of the poisoned lake, you'll die.

Follow the poisoned lake, and you'll see it encompasses around an island with a castle on it.

Two screen west of where you saw the castle, and you'll see a complete change in scenery from the poisoned lake. There's nothing special here, though, but if you go west again, you'll be near the chasm. Go back to the bridge and unlock the door with the key. You'll find another door. Read the inscription on the door before you do anything else: "Whosoever chooses to seek the key for this door should set their sights high."

Now that this is out of the way, let's cross the bridge and head south from the monastery entrance. Look inside the hole in the boulder and you'll find a diamond and sapphire brooch...which matches the earrings and bracelet perfectly! I wonder...

Anyway, take the brooch.

Monday, March 24, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 3 of 10


We cover more territory in Kolyma and even pick up a few items along the way...

All maps by Dan_.

Map

If you read the inscription on the door, you'll get the message "Whosoever chooses to seek the key for this door will undoubtedly make a splash."

It should be noted that you must read the inscription on the doors, or else you won't be able to get the key for that door. Therefore, the game forces you to cross the bridge seven times, when it collapses after six. Hmmm...

The screen west of the bridge has a dwarf if you're not lucky enough. He'll steal an item from your inventory just like the dwarf in the last game, except you can actually retrieve this item, so don't fret. He usually shows up near the dwarf's house, which you'll see next.

Dwarf's House Map

West of this screen is a tree with a door in it. If you open the door, you'll find a ladder. Climb down the ladder, and be careful when you do, as you can die from the fall if you're too high up.

West of here is a dwarf's house. Open the trunk, and take out the earrings. Remember, if the dwarf steals anything from you at any point in the game, come back to this trunk and take it from him. You can also take the pot of chicken soup from above the fire in the fireplace. DO NOT EAT THE SOUP. Now get out of there.

Kolyma Map

Go south of the Dwarf's house and you'll be back at Grandma's. Give the chicken soup to Grandma, and she'll tell you to look under the bed. You'll find a large ruby ring and a black cloak. Take them both. If you look at the ring, you'll find out that the initials "C.D" are engraved in it. If you look at the cloak, you'll notice it would better fit a man taller than Graham. Hmmm...

The screen directly north of Grandma's house can be dangerous. If Hagatha, the old hag, shows up, stay away! She will catch you and cook you!

West of here is Hagatha's cave. If you're lucky, you'll see the Batmobile ride back and forth and even hear the Batman theme! I'm not kidding!

Anyway, if you go inside the cage, you'll find a nightingale in a cage. Don't take it just yet. Get back out and go west. You'll be at the beach again. Go north of here and you'll find a trident. Take it. Two screens north take you to a clamshell, which you should also take.

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 2 of 10

Well, we didn't do a lot in the last entry. That'll change soon enough!

All maps by Dan_.

Kolyma Map

If you give her the basket of goodies, she gives you her bouquet of flowers before happily skipping around. (She appears in a couple of screens near Grandma's House, so she isn't that hard to find if she doesn't show up where you found her.)

Two screens east of Grandma's House is the monastery. If you're lucky, a fairy might show up here. She will cast a spell that protects you from evil elements, much like the Fairy Godmother from the first game. Just like in the last game, it doesn't last forever...

Anyway, the door to the monastery is one screen further to the east. Go inside, type "pray" to pray at the cross and the monk will finally ask you your name. Type in "Graham," and he will give you a necklace with a silver cross on it. It will protect you from evil. Put it on to get some points, which are pretty easy to miss (Dilandau3000 misses these.)

When you go east from the monastery entrance, you'll find out that the world doesn't loop from east to west like in KQ1. It still does it from north to south, though.

The last screen on this row is a pit. Nothing special here.

North of the monastery entrance is a bridge. (Love how Dilandau3000 comes this close to falling off.) You can only cross the bridge six times before the center falls out from below you and causes you to tumble to your death...and get six points from all the times you cross it. Cruelest. Death. Ever. Nice one, game.

This bridge is particularly nasty. You have to cross the bridge seven times, and if you cross it twice without doing anything, you make the game unwinnable. It's like the dwarf taking the treasures in the first game, except completely cruel.


Anyway, if you cross the bridge, go east to the other side and go north, you'll find the door. Yes, the magical door mentioned in the prologue. (I told you this bridge was evil.)

Sunday, March 23, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 1 of 10

Alright, we have another prelude to watch before we can do anything.

Okay, now that we have this out of the way...

thegameulost: "Let me get this straight: King Graham is setting out on a dangerous journey, risking life and limb, without a sword or his indestructible shield, to rescue a woman whose image he saw for no more than a minute or two, and marry her, despite never having met or talked to her in person. Sounds completely asinine. Let's go for it! (and hope that the kingdom of Daventry has a damn good marriage counselor."


So, what became of our good friend Sir Graham after he became king about twenty-five blog series ago (give or take)? Let's find out.

All maps by Dan_.


All right! Let's do this!

Go east two screens from the starting point. You'll find a house with a mailbox that is inexplicably bigger than King Graham. (I'm so totally making perspective jokes again.) If you open it, you'll find a basket of goodies. Go ahead and take it, and perform the biggest twist in morals since the beginning of the series, where there weren't any twisting of morals. DO NOT EAT THE GOODIES. If you knock on the door and then enter, you'll meet Grandma, who lives in this house. (Definitely a Little Red Riding Hood reference.)

There's a 50/50 chance that if you go inside, you'll meet the Wolf instead. If he's in there, get out of there and enter again. Grandma might be in there.

If you go east another screen, wait a little while and you'll meet up with Little Red Riding Hood. If you talk to her, you'll find out that her basket of goodies has been stolen while she was picking flowers.

The soundtrack to Goof Troop for Super Nintendo


Let's Start


Goofy or Max


Map


To the South


Fight A Battle


Satisfied And Rest


Hamlet


Fight Fight


Fight Fight


Illusion


Lose My Way


Sea Robber


The End


Flashback


Staff Roll


Go On/Game Over

Saturday, March 22, 2014

DeceasedCrab and MadamLuna play Goof Troop - Part 8 of 8


Finally, we take on the real Keelhaul Pete!

To beat Keelhaul Pete, wait for him to stop spinning and avoid the bombs he throws. Then, take the bombs that are on the floor and throw them at him.

He'll send in two henchmen every so often, so keep your hookshot ready and be ready to take them out when necessary. If the bombs or Keelhaul Pete's gunshots hit the enemies (he doesn't send those out very often), they'll be taken care of for you.

He'll also spin and move at the same time. Grab a bomb whenever you can, and avoid him as he spins around the room. Hit him with the bomb when he comes to a complete stop.

After enough hits, Keelhaul Pete will admit defeat! You've won!


DeceasedCrab and MadamLuna play Goof Troop - Part 7 of 8


We're getting closer to Keelhaul Pete...

Pirate Ship (continued)


Map (by RyuMaster)

The room with the inaccessible switch requires luring the fat pirate to it in order to trigger it and open the barrier to get the two hookshots.

The red cannon is controlled with the arrow buttons. To fire it at the enemies, trigger the yellow fire button to shoot a bomb.

There are two hookshots that won't be used to make bridges, so go ahead and grab them (especially if you're playing a two-player game), as you'll need them for the boss fight.

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game. You can also use them as a bridge between hooks, but if you do, you'll lose the hookshot and you'll have to find another one.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.

The gold key opens the gold locks.


The candle increases the amount of vision you have in dark rooms. These are only found in Level 3 and 5.

Friday, March 21, 2014

DeceasedCrab and MadamLuna play Goof Troop - Part 6 of 8

Well, we've finally made it. We're on the pirate ship! Now to save Max and PJ!

Pirate Ship


Map (by RyuMaster)

The buttons with the arrows trigger the conveyor belts. Use these to bring up items that you can use to beat up the bad guys.

The miniature cannons cannot be destroyed. On the plus side, they don't discriminate between friend and foe, so if the cannonballs from them hit an enemy, they're gone!

The room with the pits is actually a room with moving pits. They switch positions every few seconds, but there are only two configurations as to where these pits will be, so don't worry about it being completely random.

To get past the room with the two switches you can't reach, throw barrels at the switches so the barrels land on them. They'll break, but the switches will still trigger.

The platform with the arrows is a series of buttons. You'll have to take a look at the buttons to figure out where to step next. The direction the arrow points dictates where it will move when you step on that button. As you move the platform around, the directions on the arrows change...so pay attention!

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game. You can also use them as a bridge between hooks, but if you do, you'll lose the hookshot and you'll have to find another one.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.

The gold key opens the gold locks.


The candle increases the amount of vision you have in dark rooms. These are only found in Level 3 and 5.

DeceasedCrab and MadamLuna play Goof Troop - Part 5 of 8

After a zillion minutes, DeceasedCrab and MadamLuna finally figure out that complex door puzzle. Joy.

Caverns (continued)


Map (by RyuMaster)

The solution for that difficult puzzle is in the map, by the way.

To avoid the rocks that bounce up and down, watch where the bounce of the rocks arc, and stand in those areas so that you'll be standing right under them.

The fat red pirates can breathe fire. When they do that, they breathe it longer than necessary. Seriously, get done breathing fire already.

To get rid of the waterfall so you can use the hookshot, enter the room to the right and push the blocks in the star spaces. (Hint: You'll have to push the stone square on the right first.)

To beat the boss, wait for the screen to shake, and grab the stalactites that fall from the ceiling. Then, throw them at the centipede's head. It takes six hits each to destroy both the green and red centipedes! You're nearly done!

Keep close attention to where the centipedes are so that they don't run into you.

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game. You can also use them as a bridge between hooks, but if you do, you'll lose the hookshot and you'll have to find another one.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.

The gold key opens the gold locks.


The candle increases the amount of vision you have in dark rooms. These are only found in Level 3 and 5.

Thursday, March 20, 2014

Goof Troop Opening


Sure, why not?

DeceasedCrab and MadamLuna play Goof Troop - Part 4 of 8


By the time you hit this level, the puzzles start getting hard...

Caverns


Map (by RyuMaster)

Wow, the thin red pirates are jerks. There's a chance that if you throw something at them, they'll be able to grab it back and throw it at you.

The ice rooms do have ice physics, and it can be pretty easy to slide into the spikes lining the walls and parts of the floor...and they hurt!

If you get into the mine cart, you can take down any enemies in the room by simply running into them. Be careful, because you can still take damage while you're in the mine cart.

In this level, you'll be using both the stone squares and the bomb squares to complete button-kicking puzzles and open doors. This time around, knowing the correct order of where and when to kick button is only half the story...you'll have to be quick, too, as some of the bomb squares are on yellow.

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game. You can also use them as a bridge between hooks, but if you do, you'll lose the hookshot and you'll have to find another one.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.

The gold key opens the gold locks.


The candle increases the amount of vision you have in dark rooms. These are only found in Level 3 and 5.

Wednesday, March 19, 2014

DeceasedCrab and MadamLuna play Goof Troop - Part 3 of 8


The difficulty begins to rise as you enter a haunted castle!

Castle


Map (by RyuMaster)

Well, what can I say? Hit the switch at the start and cross the bridge that comes up.

The bats are pretty evil. They'll come after you quickly, faster than the rest of the enemies that you've seen thus far.

Some of the suits of armor come alive. They take two hits to destroy, as the first hit makes them crumble. You'll have to deal that second hit quickly, though, as they'll pull themselves together after a while.

The thin red pirates can pick up objects and throw them, just like you can.

The card pips on the floor puzzle on the map are replaced with English letters. (They're changed for the French version, which is the basis for the map in this blog.) Spell the word "OPEN" to open the first door, then do the puzzle after it just like the map says (upper right, lower left, upper left, lower right).

The room just before the boss has a wall on the left that tries to crush you. Get to the door with the gold key in hand before it's too late! Actually, you have plenty of time.

To beat the boss, wait for the boomerangs they throw at you to hit the floor (as you avoid them), then grab them and throw them back at the enemies. It takes ten hits each on both of these skeletons to finish the level.

If one of them throws their head at you, throw a boomerang at their head to send the head back to its corresponding skeleton.

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game. You can also use them as a bridge between hooks, but if you do, you'll lose the hookshot and you'll have to find another one.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.

The gold key opens the gold locks.


The candle increases the amount of vision you have in dark rooms. These are only found in Level 3 and 5.

DeceasedCrab and MadamLuna play Goof Troop - Part 2 of 8

Today, we learn that DeceasedCrab is a jerk that traps cats in laundry rooms and that this level has lots of extra lives. We will need them all.

Village


Map (by RyuMaster)

The four switches with the lion statues in front of them are a little harder than they look. Small fireballs will come out of the mouths of the lion statues, which makes it easier to lose a life in this room.

The thin green pirates with the swords not only take two hits with Max, they can also throw their swords, which makes them particularly nasty. The fat purple pirates can kick the stone squares, making them just as dangerous! The fat green pirates can roll into a ball, causing them to go much faster than when they walk

If you use a hookshot on a hook, the hookshot will change into a rope bridge and will be removed from your inventory, leaving you to look for another hookshot. Thankfully, using it in this fashion will let you reach previously inaccessible areas, power-ups and (eventually) another hookshot, so it's pretty useful.

The brown squares with the skull heads are explosives. When you kick one, the green light at the top starts flashing. It will eventually go to yellow and then to red, flashing faster as it changes colors. When it hits red, it's about to explode. As long as you're not right up next to one when that happens, you're safe.

One of the puzzle rooms has two of the purple pirates. It's kinda hard to do with one person unless you can luck out and take them down with the stone squares without screwing up the entire puzzle. If you have a friend, though, you can have one person stall them with a hookshot while the other person solves it.

Walking into pits equals instant death.

The switch in the rope bridge room is next to the door. Hit it with a hookshot to open the door.

To beat the boss, avoid his torches and hit him with a barrel. Avoid his flame breath as well. If you're close to his side, he'll come at you and flail that torch around. When you use the first four barrels, two islanders will come out and throw barrels into the room...so keep your hands held up!

When you've hit him ten times, you've done it.

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game. You can also use them as a bridge between hooks, but if you do, you'll lose the hookshot and you'll have to find another one.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.


The gold key opens the gold locks.

Tuesday, March 18, 2014

DeceasedCrab and MadamLuna play Goof Troop - Part 1 of 8


Y'know...after seeing this game in action, I wish Capcom had done more with the Disney license before it went to Virgin back in 1993. Super Nintendo could have benefitted from more Capcom-Disney games. Seriously, if Aladdin for Super Nintendo isn't proof of that, this probably is.

Anyway, Goof Troop is a little different. Instead of having yet another side-scroller on our hands...we have a Zelda-style game! Holy crap!

Also, only in a Super Nintendo TV show-to-game translation would two of the main characters in the series get kidnapped by a zillion pirates.

Believe it or not, the game was released in Japan under the name Goofy to Max: Kaizokujima no Daibouken. Then again, weren't all the Capcom-made Disney games released in Japan? I bet they were...because Capcom did a magnificent job on the Disney games while they did.

Really fun fact: the game was co-designed by Shinji Mikami, who would go on to create Resident Evil after this game was released.

Beach


Map (by RyuMaster)

After seeing the whole story segment at the beginning, where we all learn there's a pirate-infested island near Spoonerville (heh, heh, Spoonerville), you finally get to choose between one and two-player mode.

If you haven't figured it out by the title of the blog yet, it's gonna be two-player mode. DeceasedCrab is Goofy and MadamLuna is Max.

Goofy does more damage with objects, while Max is faster.

Anyway, when you talk to the guy in the straw hat, you'll find out that Keelhaul Pete, the dreaded pirate king, has returned to the island.

As you move around, you'll notice that there are some block-pushing puzzles in this level. You'll need to complete these in order to get keys to open doors. The silver keys open the silver locks while the gold keys open the gold locks. Thankfully, the link to the map shows the correct solutions for them. If you mess up, leave the room and re-enter. You'll be able to start over from there.

The enemies here aren't that bad. The pirates will try to run into you to cause damage, but that's about it. To defeat them, grab plants and barrels and throw them at the enemies. The thin pirates take one hit while the fat ones take two (with Max). The snakes, frogs and hedgehogs can be easily taken out with the hookshot. If you leave the room and re-enter, the enemies will respawn, so keep that in mind as you progress through the level.

In one screen, you'll have to kick the stone squares with the stars on them into the brown spaces with the stars that are on the ground. When you do that, you'll open the gates in the room. You'll also be doing this for the block-kicking puzzles.

Taking damage in this game is weird, so I'm going to put it all in bold in order to keep you from being confused:

You die in one hit in this game...unless you have hearts.

But if you get hit, you lose all your hearts.

You must collect seven hearts to get an extra life. To get them, collect fruit such as cherries and bananas.

The fewer hearts you have, the less it's going to suck when you take a hit. (Read: you're better off with one heart in the worst of enemy territory.)

It should also be noted that the red gems give you extra lives and the blue gems give you continues.

Okay? Okay.

Anyway, you can only carry one item at a time. Unless you're in one player mode - then you can carry two that you can switch between. If you have an item in your possession (in the blue box next to your health), you'll drop that to grab whatever item you just came across and grabbed.

To beat the boss of this level, throw barrels and/or bombs at these guys, and avoid the red spiked balls that they throw. If you have your hands held up, you can catch anything that they throw at you (save for the red spiked balls).

Items


The bell distracts enemies and sends them towards you. Unless you're playing two-player mode, it's pretty much useless.

The hookshot not only stuns enemies, it also lets you grab items from far away. This is (usually) the best item for one person to have in a co-op game.

The shovel lets you dig in the dirt for hidden items. You can only dig left and right.

The plank lets you walk over pits on wooden docks.

The silver key opens the silver locks.


The gold key opens the gold locks.

Kiwi Kraze/New Zealand Story Longplay for Turbografx-16/PC Engine


Ironically, the cubex55 doesn't have the NES version, so here's the Turbografx-16/PC Engine version under the original name of "The New Zealand Story."

Monday, March 17, 2014

Cauchemar89 plays Kiwi Kraze aka New Zealand Story - Part 3 of 3


We finally make it to South Island, where everything comes to a fitting conclusion!

World 5: Mt. Cook


World 5-1


Oh, boy. Lots of narrow corridors and lots of dodging the red bullets that come out of the volcanoes. If you're quick enough, you can make it to the end just before "Hurry Up!" appears.

World 5-2


Well, those star-shaped cat-like things can jump if you're above them. If you're unlucky, they can actually get you. At least you'll be getting some more points.

This is just like World 5-1, except there's even more narrow corridors to deal with. You'll also be doing a lot of walking, save for one part where you'll need a flying sheep head for probably...what...three seconds?

World 5-3


Everything's now ice-related instead of fire-related. We must be getting close.

Despite the openness of this stage, the time limit is really short. If you see a sign of a snowman with the word "Stop!" on it, you're heading towards a dead end. So turn around.

If you're following all the purple backgrounds, you're doing all right.

Thankfully, the correct path isn't really that long.

World 5-4


Love the picture of the ghost at the beginning.

If you haven't noticed already, the last two levels of the game have ice stage physics (read: you're going to be sliding around). And with the small squares acting as platforms for most of the first half of this level, you're going to be having yourself a (not-so-good) time.

After the whole "tiny platforms" segment, get on a flying sheep head and make your way to the end. You'll need it to reach the boss room. If you find a laser gun, grab it and keep it. You'll need it for the boss as well.

To beat Wally the Walrus, shoot down the balloon and avoid the little balls that come out of his hand cannon. If you have the laser gun, this is a lot easier than it already is as the laser gun is both stronger and faster (you've probably figured that out by now).


Congratulations! You've saved all the Kiwis and got past the crazy level design! You did it!


Cauchemar89 plays Kiwi Kraze aka New Zealand Story - Part 2 of 3


At this point, the level design gets waaaaaaay out there...

World 3: Waitomo Caves


World 3-1


The waterfalls cause you to fall down, so don't even think about entering those, since you can't climb up them.

The blue joystick makes it so that you can control the little clouds you can ride on solely with the Control Pad, so if an enemy drops one, go get it!

Thankfully, this stage isn't very long at all.

World 3-2


The stage begins with a climb upwards followed by a long drop where you have to find the right path. Thankfully, if you make a wrong turn, the enemies on clouds will spawn, so you'll be able to find your way back.

You've seen the frogs before, but guess what? They can shoot bullets everywhere when in close. So watch out.

World 3-3


New enemy here: penguins that look strangely like Kiwis that ride on green porcelain swans and throw pills at us. Wow, I thought the Green Underwater Tentacle Monster was wacky enough. Check that out.

Anyway, the green swans act like the flying sheep heads (thankfully). When you drop to the bottom, you'll deal with cats on flying red nuclear warheads (to be honest, I don't even know what those red things you can hijack from them are). Unlike the sheep heads and green swans, it takes forever to ascend on one of these things, so you'll have to be fast to get through the level.

That's it, I want what Taito was smoking.

World 3-4


After that short, easy maze, you'll fight some red babushka doll thing.

Avoid the bullets she shoots at you and keep firing at her. She sends the bullets out in five, which makes this slightly harder than it should be.

World 4: Cookstrait


World 4-1


Oh, wow, it looks really good around here!

You've seen the flaming guys before, but they're really going to come into play when it comes to your demise around here. These guys will clone themselves before disappearing, and it basically becomes a moving line of flaming guys. Shoot them down to stop the madness.

Also, the cats throw axes at you. What the fuck.

World 4-2


This underwater maze can be quite nasty if you're not careful.

The bubbles that come out of the underwater craters push you underneath the surface, and they can make it really difficult to get some air.

Also, you have to do this whole level in one shot, since this level doesn't let you continue where you last died.

World 4-3


It can be very confusing getting around at the beginning of the stage, but as soon as you know where to go, this level is easy.

World 4-4


Jesus Christ, this level has so many spikes it's not even funny. You'll have to do some pretty deft maneuvering to get through this stage.

Believe it or not, there are two sections. Make your way to the upper-right hand corner of the level and you'll enter a doorway. Go in and you'll be able to make your way to a pirate ship! How about that?

Believe it or not, there's no boss. The pirate ship is the boss itself. Thankfully, you can walk on the side of the spikes, but once again you'll have to carefully make your way to the trapped Kiwi if you want to finish this.

Sunday, March 16, 2014

Cauchemar89 plays Kiwi Kraze aka New Zealand Story - Part 1 of 3

It took me forever but Cauchemar89 finally makes his first appearance since the early days of the PrinceWatercress blog!

The game is known as Kiwi Kraze in America, but it was also known as New Zealand Story in Europe and Australia. In Japan, it was known as Nyu Jirando Suton.

Anyway, you're playing as Tiki, a yellow kiwi. Your girlfriend, Phee Phee, as well as the rest of your Kiwi buddies have been kiwi-napped by a leopard seal named Wally. Wally wants to eat your friends...but that's not going to happen now, is it?

World 1: Auckland


World 1-1


The enemies here are deceptively simple. The guys in the red shells only attack when they hide in their shells and send out some green projectile that runs across the floor, and the blue soldier guys move forward with guns at the ready. (It looks like they shoot blue bananas. Boomerangs? I dunno.) One of the blue soldiers drops a green gun when you kill it, which changes your default bow and arrow into a laser gun.

The thing that looks like a shining cross is really a spike. Touching it equals instant death.

Take the fruit that the enemies leave behind for points.

As you can see, there are warps, but since Cauchemar is playing without them, they won't be mentioned.

It's easy to reach the Kiwi you're needing to save from there.

World 1-2


Well...this is different.

Just a run to the top where you take down more enemies. When you reach the top, follow the enemies and you'll reach the exit.

World 1-3


Wait for the flying enemies to appear, then shoot one of them off their ride, jump on it and move around with the Control Pad. Use the A button to ascend. Flying practice at its best.

The tiny circles that look like gears are miniature spikes. Yes, they're still dangerous.

World 1-4


If you see a book, grabbing it destroys all enemies currently onscreen. The tiny clock on the pedestal freezes all onscreen enemies, leaving you free to destroy them and take whatever fruit they leave behind.

The boss here is an ice-encrusted whale. Stay on the far right side to avoid its snowflakes, then let it come at you. Shoot at the whale while you're in its mouth, and avoid the water droplets. When you shoot him enough times, he breaks away and you're free to head to World 2.

World 2: Rotorua


World 2-1


Look at that. Different textures in this world.

The guy that looks like a six-point star can make clones of himself if you let him run around and do his thing.

The little statues that look like boys blowing horns are really wall turrets. Avoid the fireballs they shoot out.

The green eight-point stars, on the other hand, are spikes. Use the two-sided arrow block to fly over them.

World 2-2


This one is a maze. The spikes look like wildly-designed shurikens and there are bats that fly around and poop spikes. You'll be alternating between flying around and walking to avoid spikes.

If you take too long, the game will tell you to hurry up and the music gets fast. After about ten or fifteen seconds, the music is even faster and Satan himself comes after you. If he touches you, it's instant death, but then again, everything kills you in one hit anyway.

Thankfully, the maze here is linear, even if it's really huge.

World 2-3


You can attack in the water. Only thing is, you have to be at the very surface in order to shoot water waves at your opponent. At least they arc slightly upwards, so you can attack anything in front of you with more accuracy.

You'll meet what looks like some sort of green underwater volcano at the end. When you get it near it, though, it expands upward in size and tries to grab you like some sort of mutant tentacle. What in the world was Taito smoking?!?

World 2-4


The stage begins with a bunch of wall turrets shooting balls in a maze-like corridors. You'll have to time your movements correctly to keep from being hit.

Afterward, you'll have to swim in the water and head to the spike infested section of the stage. Thankfully, you can easily reach alternate routes just by jumping. Be careful when you're doing this, as you can jump through ceilings and end up somewhere you were just at.


The boss here is a red mosaic octopus shooting bats. Keep shooting at it and avoid/shoot down the bats. The bats can track you, but they can't follow you around!

Here's that T-Rex, by the way.


Didn't think I'd actually find that T-Rex in a separate video meant for it, but here you go.

That reminds me, I need to make my own video for this.

Saturday, March 15, 2014

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 12 of 12


We're done!

Jurassic Park Map (by StarFighters76)

Ship Map (by StarFighters76)

Now that we're out of the Raptor Nest, we can work on getting the crap out of here.

Before we go, here's the location for all the eggs! Since we're so close to the end, I'll finally show off the entire list of egg locations. They're all outside, so don't worry about missing any in the buildings or anything like that.

You have to get all the eggs, or else the game won't let you get on the helipad and you'll just get the "XX eggs left" message for as long as you stand on the helipad.

Eggs? Eggs!


1. southern edge of map near Nublar Utility shed in some trees
2. in the northern secret area near the helipad
3. on the mountain near the Nublar Utility shed
4. northwest corner of western forest
5. southwestern corner of western forest
6. eastern edge of western forest at the top of triceratops corridor
7. between the starting area and the east mountain range
8. on east mountain range
9. on north mountain range
10. eastern edge of map along eastern edge of east mountains (walk up along the sea cliffs)
11. near the southwestern base of the eastern mountains
12. on top of the ship
13. northwestern corner of northwest forest
14. south of North Utility shed right above Visitors Center
15. on top of Visitors Center
16. north of North Utility shed
17. southeastern edge of northeast forest, in front of raptor nest hole
18. northern edge of northeast forest, near raptor nest hole

/eggs


Thanks to zeldadomer for this list.

Now that we're done with that, we can finally head back to the ship and call the mainland. Go back to the dark room in the third Sub Level and use the computer to call the mainland. To do that, go to Communications and select Mainland Comms. Your SOS will be sent. Now it's time to open gate 3 and head back to the helipad near the Nublar Utility Shed.


In case you were wanting to see something slightly epic for beating the game...guess what? You don't. Sucks to be you.



PrinceWatercress plays Jurassic Park for Super Nintendo - Part 11 of 12


Victory! There goes the raptor population!

Jurassic Park Map (by StarFighters76)

North Utility Shed Map (by StarFighters76)

Raptor Nest Map (by StarFighters76)

When you get it, head back into the Raptor Pen, use the computer across from the entrance, and open Gate 2. You'll be able to open the gate east of the Raptor Pen. From there, go southeast and you'll find the east entrance to the Raptor Nest.

Once you're here, you'll want to go north and kill all the raptors you see. There are no spitters in this area, so be on your guard. There will be quite a few of those raptors walking around.

A word of caution: if you leave and re-enter before setting down the nerve gas bomb, the raptors respawn.


When you find a room with a bunch of eggs on the ground, walk into the center and you'll set the Nerve Gas Bomb. Even though the game tells you to vacate immediately, you can take as long as you need to to get out of the nest.

Friday, March 14, 2014

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 10 of 12

Now we have to explore the rest of the island in order to do some more stuff and hopefully get out of here.

Jurassic Park Map (by StarFighters76)

Go to a computer terminal anywhere on the island and open Gate 1. This will allow you to access more of the area at the forest west of the Visitor's Center.

If you haven't lowered the bridge west of the Visitor's Center, you'll finally have a reason to do so. Find the gate, then open it up and you'll see the North Utility Shed. You'll have to explore this building to find the Nerve Gas Bomb, which is required for your next mission: the destruction of the raptor nest in the eastern forest of Jurassic Park.

North Utility Shed Map (by StarFighters76)


Thankfully, this building is very easy to navigate. If you need a 1-Up, find the battery for the Night Vision Goggles and enter the dark room.  The nerve gas is in a large room in the first floor.

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 9 of 12


Finally! We clear the ship of dinosaurs!

Ship Map (by StarFighters76)

The dark room on the third Sub Level has a computer terminal. You won't be able to use it until near the end of the game, when you have to contact the mainland. At least it's in a dark room, so it's pretty easy to remember where it is. Make a mental note of it for now.

When you're done with all the dinosaurs in the second Sub Level, go into the dark room and use the elevator there. You'll be able to enter the third Sub Level. One of the rooms here has Ellie Sattler's ID Card. Grab that, and you'll be able to enter the Raptor Pen from inside the Visitor's Center and vice versa.

There isn't much to the fourth Sub Level. All you have to do is go into all the rooms and kill every last dinosaur. That's it, really.

When you kill all the dinosaurs, you'll see a message saying "Good Alan...The ship is clear of dinosaurs." You have no more business here. Get out of the ship.


Also the glitch starting at 13:58 is just brutal.

Thursday, March 13, 2014

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 8 of 12


We further increase our security clearance in this entry...

Jurassic Park Map (by StarFighters76)

Raptor Pen Map (by StarFighters76)

Now we can go back to the locked door at the Raptor Pen that required Level 1 Security. This door leads you to a computer, and this one is a satellite comlink with the ship.

Now that we have Level 1 Security, we can go back to the computer on the second Sub Level of the ship and get Level 2 Security, which we will need to get further into the ship and complete the "kill all dinos on the ship" mission. This will also be necessary to access communication with the mainland and clear the game.

Jurassic Park Map (by StarFighters76)

Raptor Pen Map (by StarFighters76)

Since he's going over to the locked Raptor Pen computer early, let's cover that as well. Go through the door on the Ground Level of the Raptor Pen that required Level 1 Security and access the computer. From here, go to Communications, and go to Ship Comm. The ship's auto pilot will engage and the sailing procedure will be cancelled. From there, he does the whole Level 2 Security thing I mentioned in the last entry.


Go ahead and head back to the third sub-level of the ship.

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 7 of 12


We get some ID cards as well as some Security clearance! Joy!

Jurassic Park Map (by StarFighters76)

Ship Map (by StarFighters76)

As you make your way through the ship, you'll get a message every time you shoot down a dinosaur that says "XX Dinos are left on this level." You know what that means...more dinosaur genocide. When you destroy all the dinosaurs on any level of the ship, that level is clear of enemies.

Do not leave the Entry Level of the ship without the battery for the night vision goggles. You will need them as you go further into the depths of the ship.

Now that we're on Sub Level 1, look around and shoot down all the dinos. Make sure you cover the dark room before you go, since that has Dr. Wu's ID card, which also plays an important role in uncovering more things you can do in this game.

Since we have Ray Arnold's card now, we can enter the door on the left as soon as we enter Sub Level 2. This lets us not go in an endless loop and explore the rest of this level. There is a computer here, but we won't be able to use it just yet.

Visitor Center Map (by StarFighters76)


Now to show off the obtainment of Level 1 Security early. Head back to the first floor of the Visitor's Center and head back to the door that required Dr. Wu's ID card. There's another computer at the end here, and this one serves another purpose. Go to Park Control, then Park Security and then request Level 1 Security. Done.

Wednesday, March 12, 2014

sneo

sneo

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 6 of 12


We've got the Visitor's Center out of the way (for now). Time for a hike in the mountains!



When you find the other elevator, take it down to Sub Level 2.

One of the rooms has a crate. When you find the other elevator as well as the crate here, don't do anything just yet! Instead, go through the other door. That's the dark room. Take out all the dinosaurs and you'll find not only some bolas, but also a 1-Up! Excellent! Now you can push that crate into the path of the dark room and take the other elevator. (Just touch the crate by walking into it and it'll move. If you push the crate before you go into the dark room, the bolas and the 1-Up will be unavailable to you. You were warned.)


Take this elevator all the way up and you'll be at...the visitor's Center? Turns out this is the elevator that requires Ellie Sattler's ID card before you could use it. (This doesn't make sense, since the Raptor Pen and the Visitor's Center are on completely different locations and a bit of footwork away from each other. I feel your pain if you're actually trying to question this.) Get out of the Visitor's Center.

Go left and go through the mountain maze. When you come out of the other side, you'll be near the ship. (The music here is amongst the best in the game, along with the Beach Utility Shed area.)


Also, there's some backtracking here for Robert Muldoon's ID Card. If you don't remember, go back to the door in the Nublar Utility Shed and find the door that required Ian Malcolm's ID. The room here has it.



Now that you have Donald Genarro's ID card, head back through the maze near the Visitor Center and re-enter the Beach Utility Shed. Since you now have Donald Gennaro's ID card, the elevator is finally accessible, and you can enter the Sub Level.

There's not much here save for some Shotgun ammo...except. Except one of the rooms here has a battery for the Night Vision Goggles here. If you grab it and head to the dark room, you'll be able to find Ray Arnold's ID card. You will need this ID card for the ship.

The ship is to the east of the starting point after the electric gate. To get there, though, you'll have to cross a giant mountainous maze area first. Look everywhere, as some of the dead ends have some rocket launchers and other useful stuff, including one of the eggs that you'll need to pick up for the fourth mission.

The ship is to the east of the starting point after the electric gate. To get there, though, you'll have to cross a giant mountainous maze area first. Look everywhere, as some of the dead ends have some rocket launchers and other useful stuff, including one of the eggs that you'll need to pick up for the fourth mission.

Near the second to last staircase before the end is a secret wall. Go east after you go down it, then go north. Go to the immediate corner and press Up to touch the wall. The screen will fade to black as if you are going inside a building...and you'll end up in this secret room! It was really interesting to find as a kid.

The interesting thing about this room is not only the fact that there are some rockets here, but one of the walls acts like a door. You can tell it leads somewhere thanks to the slim opening to the right of the door when you walk in that lets you take a sneak peek at a hidden 1-Up. Go around that wall, and you'll find the secret door. Go through, and not only will you get the 1-Up, you'll also find the letter D. I'll explain what these are for at the intermission, since there are always a lot of people on the Internet who ask what these are.

Anyway, go down the last flight of stairs and you'll finally be off the mountain and in the ship area. Good lord, the music here is freaking awesome. If you go north from the bridge you'll have to shoot the gear on the ship with, you'll make your way to another 1-Up and an egg. Also, there's a letter R over there. Hmmm...

Once you get the bridge safely connected to the other side, get on top of the ship before you go in. There's yet another egg over there. (I'll explain where all the eggs are after the Ship mission is over with.)

Also, go north of the gear that activates the bridge to the ship and hug the wall to the northeast. When you can't go any further north or east, jump to the north. You'll stand on an invisible platform that I'm pretty sure isn't meant to be there. I'm guessing this is a glitch. The only place you can move to from here is back south onto the ship. Just jump south and you'll be on actual ground again.

Tuesday, March 11, 2014

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 5 of 12


The Raptor Pen is the biggest indoor area so far...but just you wait!

Jurassic Park Map (by StarFighters76)

Raptor Pen Map (by StarFighters76)

Beach Utility Shed Map (by StarFighters76)

Now that you have Donald Genarro's ID card, head back through the maze near the Visitor Center and re-enter the Beach Utility Shed. Since you now have Donald Gennaro's ID card, the elevator is finally accessible, and you can enter the Sub Level.

There's not much here save for some Shotgun ammo...except. Except one of the rooms here has a battery for the Night Vision Goggles here. If you grab it and head to the dark room, you'll be able to find Ray Arnold's ID card. You will need this ID card for the ship.

The ship is to the east of the starting point after the electric gate. To get there, though, you'll have to cross a giant mountainous maze area first. Look everywhere, as some of the dead ends have some rocket launchers and other useful stuff, including one of the eggs that you'll need to pick up for the fourth mission.

Head back to the Raptor Pen.

When you find the other elevator, take it down to Sub Level 2.

One of the rooms has a crate. When you find the other elevator as well as the crate here, don't do anything just yet! Instead, go through the other door. That's the dark room. Take out all the dinosaurs and you'll find not only some bolas, but also a 1-Up! Excellent! Now you can push that crate into the path of the dark room and take the other elevator. (Just touch the crate by walking into it and it'll move. If you push the crate before you go into the dark room, the bolas and the 1-Up will be unavailable to you. You were warned.)

Visitor Center Map (by StarFighters76)

Take this elevator all the way up and you'll be at...the visitor's Center? Turns out this is the elevator that requires Ellie Sattler's ID card before you could use it. (This doesn't make sense, since the Raptor Pen and the Visitor's Center are on completely different locations and a bit of footwork away from each other. I feel your pain if you're actually trying to question this.) Get out of the Visitor's Center.

Go left and go through the mountain maze. When you come out of the other side, you'll be near the ship. (The music here is amongst the best in the game, along with the Beach Utility Shed area.)

Nublar Utility Shed Map (by StarFighters76)

Also, there's some backtracking here for Robert Muldoon's ID Card. If you don't remember, go back to the door in the Nublar Utility Shed and find the door that required Ian Malcolm's ID. The room here has it.

Jurassic Park Map (by StarFighters76)

Beach Utility Shed Map (by StarFighters76)

Now that you have Donald Genarro's ID card, head back through the maze near the Visitor Center and re-enter the Beach Utility Shed. Since you now have Donald Gennaro's ID card, the elevator is finally accessible, and you can enter the Sub Level.

There's not much here save for some Shotgun ammo...except. Except one of the rooms here has a battery for the Night Vision Goggles here. If you grab it and head to the dark room, you'll be able to find Ray Arnold's ID card. You will need this ID card for the ship.


The ship is to the east of the starting point after the electric gate. To get there, though, you'll have to cross a giant mountainous maze area first. Look everywhere, as some of the dead ends have some rocket launchers and other useful stuff, including one of the eggs that you'll need to pick up for the fourth mission.

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 4 of 12


We go into a building and take down a bunch of raptors. Face it, you're about to watch dinosaur genocide at its best.

Jurassic Park Map (by StarFighters76)

We're going to go north of the river that runs next to the visitor center and look for a big brown building. That is the Raptor Pen.

To the north of the Raptor Pen is another mountain, where you can find another dinosaur egg.

Raptor Pen Map (by StarFighters76)

You're at the entry level. Turn left and take care of the Raptor before you do anything. Go to the elevator and go down to the ground floor. Follow the path of rooms and you'll not only find the battery for the night vision goggles along the way, you'll also find another elevator at the end. Before taking that elevator anywhere, go back to the elevator you were in and go to the upper level. Enter the dark room here and you'll find Ian Malcolm's ID card. Ossum!

There is a locked door on the ground level that you won't be able to open you until you have Level 1 Security Access. The room behind it will come into play later, so make a mental note. For now, just follow the path to the next elevator and take it down to Sub Level 1.


In Sub Level 1, go through all the rooms. You'll eventually find Robert Muldoon's ID card in one of them, which will come in handy later in the game. The dark room here has an extra life inside, amongst other things such as some weapons and two first aid kits.

Monday, March 10, 2014

PrinceWatercress plays Jurassic Park for Super Nintendo - Part 3 of 12


Time to reboot the computer system and...get other things. This won't be the last time we'll be going back and forth between buildings like this.

Jurassic Park Map (by StarFighters76)

Visitor Center Map (by StarFighters76)

Beach Utility Shed Map (by StarFighters76)

While we're here, we'll also access the control room. Unfortunately, you'll need Ellie Sattler's ID card to get into the elevator in this room, and you'll have to go all the way to the second sub level of the ship to get it, which is pretty lame. (If you're wondering what this elevator does, it's a shortcut to the Raptor Pen, which we'll cover later.)

Now that both dark rooms have been covered, it's time to go to through that maze to the Beach Utility Shed. Go east of the visitor's center, then enter that area to the south.

To find Dennis Nedry's ID card, go left at the start, and once you go through the door here, keep going straight and you'll be in the room where it's in. The Beach Utility Shed isn't very big, so it's kinda hard to get lost here.

You'll need Donald Gennaro's ID card to enter this elevator, but once you do have it, you'll be able to get Ray Arnolds' ID card and access to the rest of the sub-level.

Visitor Center Map (by StarFighters76)

After we take a trek back to the visitor's center, it's back to the entrance elevator and up to the first floor. Now that we have Dennis Nedry's ID card, we can open the door and access the computer here. Reboot the main system (it's a touch screen, so it's definitely a no-brainer), then you'll be at the menu. Select Park Control, then select Motion Sensor to complete the mission here and get your motion sensor (that yellow radar-dish looking thing above your health bar in the overworld) working again. While you're here, you can go to Gate Controls and you'll be able to unlock one of the three electronic gates. Keep in mind that if you unlock one of the gates, the other two will be locked no matter what, so remember which one you chose. You'll be using this option a few times throughout the game.

If you select User Options and select Inventory, you'll see all the ID cards in your possession as well as whether or not your goggles are charged for your current indoor location.

As you look around, you'll find a door that you won't be able to access until you acquire Dr. Wu's identification card. This blocks entry to a computer you'll be using later. Don't worry about that right now, though. You have another awesome mission to take care of!

If you need an extra life, head for the dark room here on Floor 1 and take out the Raptor inside. There. It's free for the taking. Now get out of here.


Now that you're back out of the Visitor's Center, enjoy all the dots that show up on your motion sensor. Different dinosaurs are represented by different colored dots. Hey, at least those raptors won't be able to sneak up on you now.