Wednesday, April 30, 2014

DeceasedCrab plays Solar Jetman - Part 25 of 26


Sheesh, it's like the planet is the final boss. More like the only boss...

All maps by The Vic Viper.

System 4: Shobas

Planet 12: Miplezur
(continued)

Map

Maze Solution

It should be noted that the only treasure you should be concerned with at all are the gems, in case you need another life. Beware, getting around is pretty hard.

Also, you will have to get through that goddamn maze. Thankfully, the second link has the solution.

DeceasedCrab plays Solar Jetman - Part 24 of 26


We finally make it to the last planet in the game!

All maps by The Vic Viper.

System 4: Shobas

Planet 11: Shankoo
(continued)


Map

Once you beat this level, you'll only be able to buy stuff one last time.

System 4: Shobas

Planet 12: Miplezur

Gravity: 72
Diameter: 45

Map

Maze Solution

If you haven't bought the Double Strength Booster, get it now. This planet has more gravity than any other planet, and you're going to be running into things.

Tuesday, April 29, 2014

DeceasedCrab plays Solar Jetman - Part 23 of 26

Shankoo's a pretty big planet...so the warp points are going to be useful here.

All maps by The Vic Viper.

System 4: Shobas

Planet 11: Shankoo
(continued)

Map

The warp zones make it a lot easier to get to the Warpship Part. There are three small wormholes, and one of them takes you directly to the fork that takes you to the large one.

DeceasedCrab plays Solar Jetman - Part 22 of 26


We cover two planets but there's not much in terms of strategy to go around here. Maybe next time...

All maps by The Vic Viper.

System 4: Shobas

Planet 10: Shammy Gen
(continued)


Map

Well, this planet isn't so difficult. But the last two? Oh, boy...

System 4: Shobas

Planet 11: Shankoo

Gravity: 56
Diameter: 39

Map


There's not much to this planet so far, but in the next entry, I might mention some stuff. Maybe.

But with the strong gravity here, you should know what to expect.

Monday, April 28, 2014

DeceasedCrab plays Solar Jetman - Part 21 of 26


The space looniness continues...

All maps by The Vic Viper.

System 4: Shobas

Planet 10: Shammy Gen

Gravity: 24
Diameter: 33

Map

Acceleration can be a bit of a pain on this planet, but once you get going, it's not really that bad.

Attractors rear their ugly heads for the first time in a while, so pay attention to where you're going.

DeceasedCrab plays Solar Jetman - Part 20 of 26

We finish off Zlaz Tordus in this entry!

All maps by The Vic Viper.

System 3: Mugrim

Planet 9: Zlaz Tordus
(continued)


Map

The large ships in the tunnel to the right of the mothership cause a lot of damage if you run into it just once. Thankfully, shooting it down with Star Bullets cut these things to ribbons.

It should be noted that the green ships that shoot at you and occasionally run away are jerks. They always come at you in groups, and while they're weak, they [b]can[/b] be annoying.

Star Bullets make the chamber with the Warpship Part a piece of cake. Fire one to the southeast and watch it destroy everything. Also, moving the Part to the small wormhole is really easy, since the object doesn't swing around in this area like in other levels.

After this level, you'll be buying some stuff at the store.

Sunday, April 27, 2014

DeceasedCrab plays Solar Jetman - Part 19 of 26

It's time to finish exploring one planet and start exploring another...

All maps by The Vic Viper.

System 3: Mugrim

Planet 8: Shishkebab
(continued)


Map

The gravity in the Golden Warpship section is a little normal here. Also, the only enemies you'll be dealing with here are turrets, making this one of the easiest pieces to get.

System 3: Mugrim

Planet 9: Zlaz Tordus


Gravity: 24
Diameter: 37

Map

Head to the top of the map and get to the large blue wormhole in the sky as soon as you start the level. You'll get a bonus level! Whoo-hoo!

Anyway, compared to the last planet, transporting objects into small wormholes or the mothership is much easier.

DeceasedCrab plays Solar Jetman - Part 18 of 26

bitbucketcynic: "Your round."

"Most of the later planets got their names from drunken slurred phrases you'd hear in a bar, according to Word Of God (i.e., the guy who actually programmed the game)."

About time we put that joke to rest.

All maps by The Vic Viper.

System 3: Mugrim

Planet 8: Shishkebab

Gravity: -24
Diameter: 29

Map

Alright. We're back.

The reverse gravity is really weird. If you don't thrust and stay in your current position, you'll float upwards. It's nice, but it makes it harder to get deeper into the planet.

For some reason, whenever you tether onto an item in Shishkebab, it wants to point straight up to the sky due to the gravity. If you're going to do the whole "push it in the wormhole" thing, get it as close to the wormhole as possible and then thrust towards it - and the wormhole - as quickly as possible. The faster your speed, the better.

If you can drag the item behind you and get it into the wormhole from there, you've got it made.

The Star Bullets are really interesting. When you fire one, it slowly moves in the direction you were facing when you fired it, and it will shoot miniature stares at anything near it. It's like a bullet that shoots homing bullets (kinda).

Saturday, April 26, 2014

The Jetpac Series: Lunar Jetman

Here's the much harder sequel to Jetpac.

Here, you took a bomb to a base in order to destroy it. All the while, you'll be using your Lunar Rover to get around, teleporting and filling in craters.

Once you hit the later levels, the game is just nuts.

DeceasedCrab plays Solar Jetman - Part 17 of 26

Alright, secret level time! Unfortunately, DeceasedCrab doesn't spen a lot of time in this level...

All maps by The Vic Viper.

System 5: Xexorm

Planet 13: Urownd
(continued)


Map

Believe it or not, there's actually a Golden Warpship part in this level! Just look for the large wormhole in the lower-left hand corner of the maze!

When you beat this level, you'll be able to shop for more parts and head to...Miplezur?!? Fortunately for us, DeceasedCrab uses the password system to head back to where he was...

Friday, April 25, 2014

DeceasedCrab plays Solar Jetman - Part 16 of 26

Bonus time!

All maps by The Vic Viper.

System 3: Mugrim

Planet 8: Shishkebab

Gravity: -24
Diameter: 29

Map

Yeah, you read that right. Negative gravity.

Anyway, there's not a lot to this place. There's just one long tunnel leading deep into the ground and a lot of isolated tunnels.

Anyway, rocket straight up and right. If you're fast enough, you'll find a large blue wormhole, and if you run into it before it disappears, you'll reach a hidden planet: Urownd.

System 5: Xexorm

Planet 13: Urownd

Gravity: 32
Diameter: 31

Map

You can complete the game without coming here. This is a secret area.

Also, amazing how they just named it "Urownd" before the Internet as we know it existed. Oh, the jokes you can make these days.

Actually, the names of the planets are named after short statements made during drunken conversations in pubs by Rare developers. "Urownd" is supposed to be "You are round."

DeceasedCrab plays Solar Jetman - Part 15 of 26


We play around with Anti-Gravity and even get a 1-Up out of it!

All maps by The Vic Viper.

System 3: Mugrim

Planet 7: Chorlton
(continued)


Map

Very, very interesting trick.

Equip your pod with Anti-Gravity, grab an Orange Gem, and activate Anti-Gravity. Have it spin around you completely, and you'll score points. The more you do this, the more points you'll get. Eventually, it'll turn blue and you'll earn a 1-Up.

You'll have to make it to the other end of the underwater segment to get to the Warpship, but once you do, there's only a few wall turrets to take down. Plus, getting around is a lot easier.

Thursday, April 24, 2014

DeceasedCrab plays Solar Jetman - Part 14 of 26

Believe it or not, Chorlton is easier than you think. Seriously, the map for the planet says it all!

All maps by The Vic Viper.

System 3: Mugrim

Planet 7: Chorlton

Gravity: 32
Diameter: 35

Map

The good news is, the music is inviting and there's plenty of room to maneuver. The bad news is, there's more gravity than there is treasure.

It should be noted that the large treasure box has absolutely nothing and has a value of only one credit. (At least the box of empty containers actually had more value than radioactives.) Get used to seeing this throughout the game. It's hilarious.

Using the small wormholes will help you get the fuel cells as fast as possible. And since there's only three to look for on this planet, you're gonna have a blast getting through this level.

The underwater segment of the stage is actually halfway decent. There's room to maneuver and the gravity doesn't drag you down as much. Carrying stuff to a wormhole, on the other hand, can prove painful if you don't expect to be carried in another direction even when you're using your thrusters.

DeceasedCrab plays Solar Jetman - Part 13 of 26


...and now to finish off that whole pitcher of Lemonte.

All maps by The Vic Viper.

System 2: Frobof

Planet 6: Lemonte
(continued)


Map

Thankfully, getting the Warpship Part is really easy. Just take down all the Attractors and you'll be good to go. The gravity is also a lot better in that room.

Wednesday, April 23, 2014

DeceasedCrab plays Solar Jetman - Part 12 of 26

The homing missiles come into play...

All maps by The Vic Viper.

System 2: Frobof

Planet 6: Lemonte
(continued)


Map

Also at this point in the game, the homing missiles are going to be useful, especially when enemies don't want to stop spawning over and over.

The Efficient Engines minimize fuel loss from hitting walls and enemies, while the Titanium Bullets do more damage with your regular weapon.

DeceasedCrab plays Solar Jetman - Part 11 of 26

Lemonte? What is this? Sanford and Son?

All maps by The Vic Viper.

System 2: Frobof

Planet 6: Lemonte


Gravity: 40
Diameter: 47

Map

Glad to see that DeceasedCrab has the Super Mapping Device...that means stuff can be seen on the map!

Anyway, prepare to drop like a rock as soon as you leave the mothership. Now would be a good time to use something like Anti-Gravity.

Tuesday, April 22, 2014

DeceasedCrab plays Solar Jetman - Part 10 of 26


Geez, DeceasedCrab just can't catch a break...

All maps by The Vic Viper.

System 2: Frobof

Planet 5: Bokky
(continued)


Map

There are a lot of enemies here. Thankfully, there are also some enemy generators that you can take down and make getting things less of a pain in the butt, especially concerning those aliens in their little death spheres.


The green ship in the Warpship Part area follows you around, so take it out before you do anything else. Luckily for you, it's the only enemy in this area.

The Jetman Series: Jetpac


As I took a look at this game, I found out that there is a game called Lunar Jetman, and that Solar Jetman was the third in a series of four games.

The first game in the series is Jetpac, released for the ZX Spectrum in 1983 back when Rare was known as Ultimate. The whole "build the spaceship, then collect all the fuel" thing is pretty obvious, and just like in Solar Jetman, you also collect radioactives and gems for points.

If this game looks familiar to you, congratulations. You must have played Donkey Kong 64. The game made a surprise appearance along with the original arcade version of Donkey Kong, and if you got 5000 points on this, you got an edited-in Rareware coin.

Monday, April 21, 2014

DeceasedCrab plays Solar Jetman - Part 9 of 26


Bokky? Sounds like Pocky. Great, now I crave Asian food.

All maps by The Vic Viper.

System 2: Frobof

Planet 5: Bokky


Gravity: 32
Diameter: 24

Map

Prepared to be dragged straight down as soon as you begin this stage. Yeah, the gravity's horrible. Also, you'll be sliding around as you change directions, you'll be dragged down even more when towing around items, and hitting enemies costs you a lot of fuel.

You'll also be dealing with homing rockets from the ships that take massive damage before both of its halves can be destroyed, so just be on your guard and have your shields up at all times if you're not carrying anything.

Besides ships that generate enemies that shoot at you, you'll also see spheres that take multiple bullets to die and break down and transform into what look like aliens on jetpacks before they finally die. It's definitely going to get harder from here, folks.

The small wormholes are really useful, as they'll let you go from one side of the planet to the other.

DeceasedCrab plays Solar Jetman - Part 8 of 26


Bouserthedog: I have been leeching off your passwords this whole let's play.

DeceasedCrab: :|

All maps by The Vic Viper.

System 2: Frobof


Planet 4: Corso Qwero
(continued)


Map

When you enter the wormhole at the lower left corner of the level, make sure you bring plenty of health for your jetpod. Otherwise, you're going to get wiped out before you reach the Golden Warpship piece on the other side.

Other than that, there's not really much else to this level.

Sunday, April 20, 2014

DeceasedCrab plays Solar Jetman - Part 7 of 26


TIL, the enemies respawn forever. Hey, at least you can get a buttload of cash this way.

All maps by The Vic Viper.

System 2: Frobof


Planet 4: Corso Qwero
(continued)



Man, DeceasedCrab sure is having a lot of trouble with those worms.

Anyway, aside from the fact that enemies respawn forever regardless of how many you destroy (it's annoying, but you can get a lot of cash from doing this), it should be mentioned that the caverns with the smooth blue walls seem to be some part of underwater section. The ship moves around slowly in random directions here, so use that to your advantage if you're taking on multiple enemies at one time.

Whenever you get enough credits to get a bonus life, you'll also earn an additional 2000 credits. That's a pretty nice bonus, so get every single you can find into the mothership for lives and big rewards.

DeceasedCrab plays Solar Jetman - Part 6 of 26


Corso Qwero - the only planet that sounds like a side dish!

All maps by The Vic Viper.

System 2: Frobof

Planet 4: Corso Qwero

Gravity: 8
Diameter: 34

Map

The Italian Racing Pod is really good if you can get it. Besides a higher top speed, you'll also get a faster firing rate on your guns as well. You can also enter the wormholes and return to the mothership from there.

Anyway, the gravity here is laughable. If you have the Italian Racing Pod at this point in the game (and being able to do that if you know how this early on is amazing anyway), maneuvering is a joke. Seriously, you can go basically anywhere you want and not have to worry about being held down by gravity at all when you carry any item on this planet.

There are a few fuel can lying about in case you need to refuel.

Saturday, April 19, 2014

DeceasedCrab plays Solar Jetman - Part 5 of 26


Once we take this level down, it's on to the next system!

All maps by The Vic Viper.

System 1: Zandor


Planet 3: Omebru
(continued)



If you ever see what looks like a can of Clorox (the purple and orange jug), grab or shoot it. This will replenish your fuel.

Shoot the force fields down by taking out the mechanisms in the wall that are making it. The one you don't shoot down first will become a laser cannon, but it'll only fire in one direction, so you should be fine.

The ships that fire lasers from the sides can be taken down only from behind. Wait for one to turn around, then open fire on the thrusters. That'll teach 'em.

DeceasedCrab plays Solar Jetman - Part 4 of 26


Welcome to Omebru. Here, we have gems, gems and more gems covering the virgin landscape here.

For you, however, they may as well be sharp iron spikes.

All maps by The Vic Viper.

System 1: Zandor

Planet 3: Omebru

Gravity: 16
Diameter: 23

Map

There is some treasure to the right of the ship at the surface of the planet.

The gravity here isn't as bad as it was in Mexomorf, but it feels like you're being pushed in a certain direction at times. Just be careful not to touch the ground. At least bringing items to the ship is easier this time around.

There are a few new monsters in this world, and they're quite nasty. You have that ring of eight flying things that fire at you, and you also have those green squares with the snapping claws that fly around in a square pattern.


There are two narrow passageways in the level, and the more fuel you have in the pod when you go through them, the better off you'll be at the other side.

Friday, April 18, 2014

DeceasedCrab plays Solar Jetman - Part 3 of 26


We round up everything else on Mexomorf before continuing to the next planet. Who named these places?!?

All maps by The Vic Viper.

System 1: Zandor

Planet 2: Mexomorf
(continued)


Map

The other Equipment Part in the stage is the Navigators. This lets you access a map of the world when you bring it to the ship, so it's worth the trouble to bring down there.


The large wormhole in the lower-right corner of the map has the Golden Warpship Part. Get it and take it to the Warp Zone so that it'll be safe and secure in the ship. Finally. You're out of here.

DeceasedCrab plays Solar Jetman - Part 2 of 26


In this episode, we take on a much harder planet. Luckily for us, it takes more than one video!

All maps by The Vic Viper.

System 1: Zandor

Planet 2: Mexomorf


Diameter: 24
Gravity: 31

Map

There's a Warp Zone to the right of the ship. You can use that to start deeper into the planet. You'll need all the help you can get, because the gravity is a lot stronger here than on Preludon. If you think it's difficult at the beginning, wait until you grab an item...it's really difficult then. However, if you go left at the start, you'll find the boosters, which is one of two Equipment Pieces for this level. When you finally get it into the ship, you can use Select and B to thrust. You'll be able to pull stuff at greater speeds, which is really nice.

Whenever you find a large treasure box (it's like the ones enemy spaceships leave behind, except bigger) and bring it to the ship, the ship will analyze it and you'll find out what was in them. The first one we get has...Easter Island Heads. Really?


The spinning blue balls are attractors, and they attract your ship like a magnet. The bigger red orbs are the repulsors, and they'll push you away faster than anything. Take them both down with your lasers!

Thursday, April 17, 2014

DeceasedCrab plays Solar Jetman - Part 1 of 26

I cover a game by Rare? Well, now...

All maps by The Vic Viper.

System 1: Zandor

Planet 1 - Preludon


Diameter: 7
Gravity: 8

Map

There's a portal to a bonus level all the way to the left of the beginning? Cool beans. Collect all 10 gems to get a bonus.

If you've ever played Lunar Lander (or better yet, Gravitar), you know how this game works. Run around in the spaceship, shoot things down, and don't run into stuff.

There's an equipment piece here. Carrying things can be tough, since they will take you in the direction they're swaying. That's just for this planet, though...other planets have different diameters as well as different gravity.

The first piece of equipment is the shields for the probe. Hold Down to use the shields (you can use them as much as you want.) You cannot pick up items while using the shields, and you cannot use the shields while holding an object, so you'll have to be careful and take down any threats you come across beforehand. There are also other ship parts on other planets that you'll have to get.

Crystals give you bonus lives whenever you collect enough of them...so go for the extras!

To bring stuff to the ship, simply move into an item to latch onto it, then carefully take it to the ship. When you're directly above the entrance to the ship, the item will instantly detach and you'll be able to drop it into the ship. You can also fly as high up as you can, get above the entrance, and drop it down from there. It drops down slowly, but at least you can still drop it into the ship and continue elsewhere to find something else that you want to take with you to the next level as what you just dropped off slowly descends.

You need to collect all the fuel cells in a given planet in order to get off whatever rock you're exploring and head to the next level. You must find all the fuel cells as well as the part for the ship that's on each level before you can continue to the next one. If you need to see how much fuel your ship has, check out the big orange and red line on your ship. When it's filled up, you've collected all the fuel for that level.

Those green guys flying around are the enemies. Take them down with the bullets from your pod (or your gun, if you're outside the pod) and collect whatever they leave behind for bonus points.

Head into the wormhole when you've brought the fuel cell and the ship part back to the ship, then trigger the shields so you won't get sucked back in again as soon as you come out. Grab the Golden Warpship Part, then bring it into the Warp Zone to take the Golden Warpship Part back to the ship for safekeeping.

If you re-enter the large wormhole without the pod, you'll enter the Cyberzone. Collect all the gems and you'll get bonus points.

You'll be back above the ship. Get in there and it's off to the next level.


Before you start the next level, though, you'll be able to buy stuff with the points you have. The points are actually money, and the more points you have, the more stuff you can buy. You won't find a store after all of the levels, just after some of them.

TAS HD: Inspector Gadget (SNES) by BioSpark in 13:43.65


Here you go.

Wednesday, April 16, 2014

PrinceWatercress plays Inspector Gadget - Stage 6 of 6


Why does this vid have over 2000 20000 views

Why

All maps by Frank15.

Stage 6



Here, you'll be dropping down into the caverns leading closer to Dr. Claw's lair. Be careful. One wrong move, and you'll have to use your plungers to dig yourself out of spike pits.

The bats will divebomb you if you're under them.

If you get to close to the MAD agents here, they'll block your attacks.


You'll be leaping from spring to spring in this darkened area. Thankfully, there's not much you can't see here, save for the invisible blocks.



You'll finally break your way out into Dr. Claw's lair. There's a bonus level at the top-left if you need a free life.



The final section before the final battle!

You'll have to stand on top of the cable cars if you want to get anywhere. Whatever happened to just opening the door?

The MAD agents from the beginning of the stage are back, and so are those stupid robots from Stage 2 whose heads fly off after you hit them. If you get close enough

The snow on the cables act as platforms to get from one set of cables to another.

There's one last bonus area hidden in a bunch of blocks that gives you a bunch of Hats and a suit for a free hit if you need them.

When you reach the steel platform, you'll finally take on Dr. Claw himself.


You'll finally see what Dr. Claw looks like! At last!

Keep moving to the left a little bit so you don't get blown off the platforms.

There will be a few icons flying around. You'll get a few hats, two extra hits and an extra life blowing in the wind and there's a good chance of you picking them when they fly right into you.

Destroy the MAD agents that come out of the turrets with your regular attacks. Do the same with the afterburners at the rear of the plane. The roof of the spaceship is the easiest, since you can just let the wind move you to the right, allowing you to crouch down and kick the guys with the rocket launchers as soon as they show up.

Once everything is destroyed, the platform that moves around the plane will be able to take to the plane. Get back on it. Since the afterburners are destroyed, you won't have to worry about being blown to the right. A force field will surround the top of the platform, allowing you safe access to the inside of the ship.

Once you get in the ship, go left to face Dr. Claw. You'll lose all your hats, so it's just you and your fists against Dr. Claw and his mech. Dr. Claw will try to jump over you, but you can duck underneath his jump. He also has fireballs that you can jump over as well as a ball and chain that you can easily stay away from. Just keep hitting Dr. Claw with your regular attack whenever he's standing still, and he'll go down after about a couple of hits. Once you've beaten him, go left and go after Penny. Gadget will rescue Penny and everything will be well again...until you find out Chief Quimby has been kidnapped. Not again!

Oh, and I still had the 15-minute limit working against me, hence why I end the video slightly abruptly. I got rid of it soon after.


PrinceWatercress plays Inspector Gadget - Stage 5 of 6


EGYPT EGYPT

All maps by Frank15.

Area 1

Bonus Area 4

Bonus Area 7

Hit the red switches with your regular attacks in order to turn off the flames that block your path.

The mummies that fly around will attack you with their bandages. The short, stout guys that jump around will send inner tubes that move across the ground after you.

There is a bit of a maze here, but thankfully it's not as bad as the mine cart sections in the last stage.

The first of the two bonus areas to access is a joke. It contains just one lousy Hat icon. The second one requires finding blocks with the Magnifying Glass, but I'm too stupid to check.

Area 2

Another vertical section. You'll finally use the lantern here for the first time. You can see somewhat without it, but the lantern kills the short stout guys that are in your way in one shot if you've powered it up.

Area 3

Bonus Area 3

Bonus Area 8

The ceiling spikes will slowly ascend and descend. At least you can duck at the bottom of the area to keep the top of your head from being impaled.

The bonus area near the start contains a lonely extra life. Better than nothing.

Area 4

The boss is Dr. Claw riding a giant King Tutankhamen head. The Red Copter is your friend here, as you can use it to take down not only Dr. Claw but also the cat vase missiles he fires as he goes in and out of the screen. This will make it easier to jump from one moving platform to another as you take him down.

Gadgets and Power-ups


Grappling Hand: Lets you grab rings and other handholds above you.

Plungers: Fires sticky mini-plungers from your hat which can stick to walls. Use these to climb walls.

Blue Copter: Lets you glide in mid-air.

Red Copter: You can't fly with this copter, but you can send it upwards to attack enemies. You can guide it with Left and Right, but Gadget will move when you do this, so be careful.

Arrow: Fire arrows at enemies.

Bomb: Drop a bomb nearby. If the explosion hits an enemy, it'll do massive damage.

Lantern: Lets you light your way through dark areas. You can even throw the lantern on the ground and damage enemies with the flames!

Mini-Gadget: Sends out miniature Inspector Gadgets which will walk towards enemies

Question Mark: Drops an anvil.

Hats: Hats are your energy for your gadgets. Each icon gives you two hats.

Inspector Gadget Head: Extra life.

Inspector Gadget Suit: Extra hit. You can only have one extra hit at any given time.


Brain Icon: Increase the range of your regular attack. Your range goes back to the default minimum when you die.

Tuesday, April 15, 2014

PrinceWatercress plays Inspector Gadget - Stage 4 of 6


The mine cart section is the most confusing part, but at least the second half of it is far easier to deal with.

All maps by Frank15.

Stage 4


Area 1

Bonus Area 2

Bonus Area 6

When you start this stage, there will be water below you. Gadget cannot swim, and if he is deep water for long enough, he will die.

The MAD agents in the safari suits will not only send out scorpions that travel across the ground, they'll also send out butterflies that will fly at you and do damage.

The MAD agents in the blue suits with the guns will aim at you if you get close enough. Get even closer and they'll jump back and forth much like the snowmen from the second stage.Finish them off with the arrow.

When you reach the platform at the far end, the water will drop and you'll be able to continue left and go through more of the level. However, the water level will continuously rise and fall, and if you're in too deep for too long, you'll die. You'll need to use the walls in the background as platforms in order to survive and make your way to the second area.

Area 2

Bonus Area 4

Here, you'll have to ride the mine carts in order to get to the other end of the mine shaft.

The bombs with the "B" on them are, of course, bombs. You don't want to touch these, but you can attack them to get some power-ups.

The MAD agents that hang onto ceilings and the undersides of mine cart tracks will dive down at you in an attempt to knock you off the car you're currently on.

In case you hit an intersection, the mine cart you're currently on will keep going in its original direction.

You'll want to make your way to the lower-left part of the area where the guy with the gun is. From there, get on the mine cart above you and get on either the next car you see or the one after that (which is just before you start going down into the pit). Avoid the bombs, and you're done. The upper exit has a bonus area.

Area 3

You'll have conveyor belts to deal with, as well as more mine carts, but at least the whole area isn't dominated by the mine carts.

Area 4

You'll be on a circular belt with five platforms on it. You'll want to stay on those platforms, but also keep your distance from Dr. Claw so the three fists on his chair don't pound away at you. This is probably the first boss area that will give you any real difficulty.

If the fists glow, they're about to strike. Keep that in mind as you constantly reposition yourself to get in the needed five hits to get out of here.

Gadgets and Power-ups


Grappling Hand: Lets you grab rings and other handholds above you.

Plungers: Fires sticky mini-plungers from your hat which can stick to walls. Use these to climb walls.

Blue Copter: Lets you glide in mid-air.

Red Copter: You can't fly with this copter, but you can send it upwards to attack enemies. You can guide it with Left and Right, but Gadget will move when you do this, so be careful.

Arrow: Fire arrows at enemies.

Bomb: Drop a bomb nearby. If the explosion hits an enemy, it'll do massive damage.

Lantern: Lets you light your way through dark areas. You can even throw the lantern on the ground and damage enemies with the flames!

Mini-Gadget: Sends out miniature Inspector Gadgets which will walk towards enemies

Question Mark: Drops an anvil.

Hats: Hats are your energy for your gadgets. Each icon gives you two hats.

Inspector Gadget Head: Extra life.

Inspector Gadget Suit: Extra hit. You can only have one extra hit at any given time.

Brain Icon: Increase the range of your regular attack. Your range goes back to the default minimum when you die.

Inspector Gadget Theme


Here you go.

Monday, April 14, 2014

PrinceWatercress plays Inspector Gadget - Stage 3 of 6


Welcome to the jungle. It's gonna bring you down...hoo-uh!


All maps by Frank15.

Stage 3


Area 1

Bonus Area 2

Bonus Area 5

Not much to this area. Take down the monkeys whenever you can, and avoid the spears thrown by the MAD agents in the masks and grass skirts.

The monkeys will throw fruit at you in two directions, and they can also jump straight up from the platform they are hanging on by their tails. The bombs make quick work of them if you're fighting them from above.

The lifesavers will keep you out of the water, which is instant death. The one that Brain is riding on is a springboard, and there is a bonus area right above him.

Area 2

The fruits act as the breakable blocks here, but there are some hidden ones at the very beginning of the area that I didn't notice when I played through it.

Watch out for the fish that jump out of the water here. At the apex of their jump, they emit and electric shock and a robot fish skeleton drops out. The jump is the worst part of all this, as a well-placed jump can knock you right off the boat and into the water for a cheap death.

The wooden dummies will shoot darts into the sky that fall towards you. These two can send you to a cheap death if you're not careful.

When you get on the first boat, you can use the Blue Copter to save yourself from being knocked into the river by the fish if you've powered it up to the point that it's flashing when you have it selected. This will make you invincible against the fish here that are very hard to dodge.

When you step on the second boat, you'll face the bosss.

Area 3

You'll land at the cliffs on the waterfall, breaking the boat. Dr. Claw will come at you with four spiked balls rotating around him. Attack the spiked balls four times to get rid of them. As you remove the spiked balls, Dr. Claw will move more slowly.

The logs on the left side of the area and the MAD agents on the right will act as platforms. Use your regular attack and punch upwards if you need to, and use the arrow to hit both Dr. Claw and the spiked balls from afar.

Gadgets and Power-ups


Grappling Hand: Lets you grab rings and other handholds above you.

Plungers: Fires sticky mini-plungers from your hat which can stick to walls. Use these to climb walls.

Blue Copter: Lets you glide in mid-air.

Red Copter: You can't fly with this copter, but you can send it upwards to attack enemies. You can guide it with Left and Right, but Gadget will move when you do this, so be careful.

Arrow: Fire arrows at enemies.

Bomb: Drop a bomb nearby. If the explosion hits an enemy, it'll do massive damage.

Lantern: Lets you light your way through dark areas. You can even throw the lantern on the ground and damage enemies with the flames!

Mini-Gadget: Sends out miniature Inspector Gadgets which will walk towards enemies

Question Mark: Drops an anvil.

Hats: Hats are your energy for your gadgets. Each icon gives you two hats.

Inspector Gadget Head: Extra life.

Inspector Gadget Suit: Extra hit. You can only have one extra hit at any given time.


Brain Icon: Increase the range of your regular attack. Your range goes back to the default minimum when you die.

PrinceWatercress plays Inspector Gadget - Stage 2 of 6


It's time to head to the Swiss Alps to see if we can find Penny again...


All maps by Frank15.

Stage 2


Area 1

Bonus Area 4

Bonus Area 5

There's a bonus area just under the start. Step on the ledge in the floor (which tends to blend in with the ground) and use the Blue Copter as soon as you start falling to get there.

The MAD agents are here and they're dressed for the cold. They're also ready to lob snowballs at a moment's notice and jump when they see you jump. The snowmen will bounce around wildly when you approach them and take four hits to get rid of.

Area 2

Bonus Area 1

Bonus Area 2

Now it's time for our first strictly vertical area. The mechanical planes will try to drop bolts down at you, and they take two hits to kill. Your Red Copter will come in handy to take care of some of the enemies here.

The snowmen here are tinted red, and they're mercifully easier to destroy (two hits versus four from the last section).

Watch the snow. Wherever it blows, that where you'll be slowly pushed, especially in the air. It changes direction every couple of seconds, so watch it closely and time your movements to reach certain ledges.

Area 3

Bonus Area 1

Aside from the blocks that fly around in circles and the clock gear platforms that move up and down, you'll also have the wheel platforms that have you running in place when you walk on them.

Using the arrow will let you pick enemies off from afar.

You've also got the robots to contend with. When you hit them, the upper half will fly off, and will seemingly fly towards you. Even when they're dismembered, even touching the upper half while it's on the ground will cause damage. Either wait for it to die on its own or attack it with a ducking attack.

Boss

Dr. Claw is severely easy here. Keep your distance and hit him with three arrows. When he loses the swinging blade, hit three more times with the arrow while staying away from the spiked projectiles he tries to hit you with.

Gadgets and Power-ups


Grappling Hand: Lets you grab rings and other handholds above you.

Plungers: Fires sticky mini-plungers from your hat which can stick to walls. Use these to climb walls.

Blue Copter: Lets you glide in mid-air.

Red Copter: You can't fly with this copter, but you can send it upwards to attack enemies. You can guide it with Left and Right, but Gadget will move when you do this, so be careful.

Arrow: Fire arrows at enemies.

Bomb: Drop a bomb nearby. If the explosion hits an enemy, it'll do massive damage.

Lantern: Lets you light your way through dark areas. You can even throw the lantern on the ground and damage enemies with the flames!

Mini-Gadget: Sends out miniature Inspector Gadgets which will walk towards enemies

Question Mark: Drops an anvil.

Hats: Hats are your energy for your gadgets. Each icon gives you two hats.

Inspector Gadget Head: Extra life.

Inspector Gadget Suit: Extra hit. You can only have one extra hit at any given time.


Brain Icon: Increase the range of your regular attack. Your range goes back to the default minimum when you die.

Sunday, April 13, 2014

PrinceWatercress plays Inspector Gadget - Stage 1 of 6


"What's this? Watercress just Let's Plays something before making a guide for it? Wait, Watercress did this before with Batman Returns? Okay, nevermind..."

Seriously, though, this is one of the more interesting games I've worked on.

All maps by Frank15.

Penny has been kidnapped by Dr. Claw. Only the bumbling yet very successful Inspector Gadget can save her, but he'll have to make his away all over the world in order to find her!

Stage 1


Area 1

Bonus Area 1

You'll start the game learning how to use the gadgets to get around. Use L and R to switch between the Grappling Hand and the Plungers. The Grappling Hand will let you grab the rings above you, while the Plungers will let you climb walls.

Break blocks to get hats and other power-ups. You'll definitely find Hats doing this, and you'll want to get Hats to power your gadgets.

When picking up gadgets, feel absolutely free to grab stuff you've already found. You're better off dong this, as you can power-up your gadget two more times after you initially collect them and add them to your collection of gadgets. Powering them up will add to their power and range, which can be a big help in the later levels.

Collecting an icon for a gadget you've fully powered-up will make the icon flash when you have it selected at the top of the screen. This gives you a one-time only use that's even more powerful than maximum level. If you want to use it again, you'll have to pick up its respective icon again.

The MAD agents will move back and try to throw hammers at you like boomerangs. Always duck down when you get close to them, so you can duck under the hammer. Kick them when they get close after their hammers return. If you have the Arrow gadget, fire it at them to make progress a little easier.

The yellow agents require one hit to kill, while the purples ones require two.

Parts of the bridge will be struck by lightning when you get near them them, so be careful. The lighter ones will be the ones to take the hit.

You can hold Down for a second to get Inspector Gadget to duck down and look through his magnifying glass. When he does this, look around the screen for flashing blocks. When you let go of Down, they'll disappear, but they'll still be there. Attack those areas to uncover the blocks and find some hidden power-ups!

The red button-shaped things on the ground are springs. Jump on them to get bounced up. Jumping on them repeatedly will allow you to jump higher on subsequent bounces.

The spinning yellow squares are bonus areas. Pick them up and you'll be shuttled to one. Pick up everything, then jump onto one of the big springs to leave.

You have a specific amount of time to get through the entire stage, and the only way to get more time is to lose a life. The timer stops when you're in a bonus area. You don't get more time upon entering a new area, and I find this out the hard way, sadly.

Area 2

Bonus Area 2

At least it's not raining anymore.

The MAD agents in the tree costumes will leap up and come down very swiftly when you get close. They'll open their eyes first, then they'll jump if you tred closer. You can hit them with your regular attack if you're quick enough, and you can get some good power-ups from them if you're lucky.

You can attack the boulders that roll around, but it'll take three punches. You'd better be quick if you actually want to do it.

You can leave this area by going all the way to the right on either the low road of the high road, but if you want to explore more of the upcoming haunted house, take on the high road near the end. Don't worry about the balloons, as they'll only pop when the reach their highest point. If you're stuck at the bottom, no worries. Just climb up the rings with the Grappling Hands to get up there. You should have it maxed out by now.

Area 3

Bonus Area 3

The moose heads will drop down when you're below them, but you can hit them with your regular attacks.

The purple MAD agents require two hits compared to just the one for the yellow ones.

The mice walk on the ceilings, and will drop down when you're below them.

Jump over the floor tile sets that are above pits. They will tip over and send you falling when you walk on them, causing a lost life.

The Brain icons are the best. Collect a whole bunch of them to extend the range of your regular attack.

Jump over the exit to get an extra hit if you need it.

Boss

The boss here is the chandelier, and this battle is really easy. After Dr. Claw lands inside the picture frame, use Red Copters and Arrows to destroy the chandelier, and avoid the candle flames and MAD agents that come down as the room spins around in all its Mode 7 glory.

You won't find Penny, but you will find out that Penny has been taken to somewhere in the Swiss Alps.

Oh, and your health isn't restored when you enter a new stage.

Gadgets and Power-ups


Grappling Hand: Lets you grab rings and other handholds above you.

Plungers: Fires sticky mini-plungers from your hat which can stick to walls. Use these to climb walls.

Blue Copter: Lets you glide in mid-air.

Red Copter: You can't fly with this copter, but you can send it upwards to attack enemies. You can guide it with Left and Right, but Gadget will move when you do this, so be careful.

Arrow: Fire arrows at enemies.

Bomb: Drop a bomb nearby. If the explosion hits an enemy, it'll do massive damage.

Lantern: Lets you light your way through dark areas. You can even throw the lantern on the ground and damage enemies with the flames!

Mini-Gadget: Sends out miniature Inspector Gadgets which will walk towards enemies

Hats: Hats are your energy for your gadgets. Each icon gives you two hats.

Inspector Gadget Head: Extra life.

Inspector Gadget Suit: Extra hit. You can only have one extra hit at any given time.

Brain Icon: Increase the range of your regular attack. Your range goes back to the default minimum when you die.

Controls


Control Pad: Move around (Left and Right), attack upwards (hold Up) duck (Down). Holding Down for a few seconds lets you uncover hidden power-ups.
A: Use special weapon (requires Hats)
B: Jump
Y: Regular Attack (fist on ground, kick while crouching, headbutt in mid-air)

L and R: Switch between gadgets

Kirby's Dream Land 2 - The OST


Big Forest (Map)



Big Forest (Stage)



Bonus Round



Cloudy Park (Map)



Cloudy Park (Stage)



Coo the Owl



Dancing on a Bonus Cloud



Dark Castle (Map)



Dark Castle (Stage)



Dark Matter



Duel in the Darkened Sky



Fanfare



File Select



Game Over



Grass Land (Map)



Grass Land (Stage)



Iceberg (Map)



Iceberg (Stage)



It's Boss Time!



Kine the Fish



King Dedede



Kirby Down



Rainbow Drop Chamber



Red Canyon (Map)



Red Canyon (Stage)



Rick the Hamster



Ripple Field (Map)



Ripple Field (Stage)



SFX Collection



Star Jingle ~ The Kirby Dance



The Emergence of Evil



The Rainbow Islands



Title



Unused 1 (Hurry!)



Unused 2 (Ending)



Victory!



Wielder of the Rainbow Sword

Saturday, April 12, 2014

GenericDude1 plays Kirby's Dream Land 2 - Part 20 of 20


To quote Z from Antz: "Who the hell is that?!?"

Grand Finale: Dark Matter


Yep, this is Dark Matter's debut...and he makes one hell of a debut, as he took me several lives just to take down! He's pretty difficult.

Thankfully, you can move anywhere on screen.

You can slash at him with the sword directly. It takes a few slashes to make a dent in one unit of his life bar, but if you know what you're doing, it makes the battle a little faster.

For his first attack, he'll send a fireball at you. Slash the fireball so it splits into three, and send one of them back at him.

Every so often, he'll charge at you. When he shakes for about half a second, you know he's going to do this.

He'll shoot three lasers at you. Thankfully, these are easily avoidable.

When you defeat him, you'll find out he has a second form.

Second Form


When you beat him, he becomes a black ball with an eye in the center. Guess what? This form is also timed, and if you can't beat him before you reach the bottom, it's all the way back to the first form. The fact that you can only take six hits doesn't make this entire battle any easier.

His first attack is to send four fireballs at you, which you can send back at him with the sword. If you happen to luck out and be behind him when he does this, you can do four units of damage in one shot.

After doing this twice, he'll shoot around the screen twice, then he'll do a dash attack three times. After this, he sends two dark lasers at you three times, and they come at random angles. Then he repeats himself.

Thankfully, it's pretty easy to get behind him and do four units of damage.

Getting close to him and slashing endlessly won't do you any good here, since he moves pretty fast in this form.


When you beat him in this form, you'll get the real ending. If you got 100%, you'll also get the Sound Test and the Mini-Game Rush mode when you load your save file up again. Congratulations!


GenericDude1 plays Kirby's Dream Land 2 - Part 19 of 20


We get the seventh Rainbow Drop and beat King Dedede again.

When you beat King Dedede with all seven Rainbow Drops collected, you'll get the Rainbow Sword...then you'll meet the unknown enemy at the end of the bad ending...

Friday, April 11, 2014

GenericDude1 plays Kirby's Dream Land 2 - Part 18 of 20


In this episode, we finally take on Dedede and find out we still have some unfinished business...

Level 7: Dark Castle

(continued)


Level 7 Boss


Well, here he is. King Dedede. Just like the returning boss, he has some brand new tricks.

The most notable change is that he can darken and become angry. When he does, he throws an exploding hammer into the air and he also moves faster. He can also send fireballs into the air with his hammer attacks, move towards you whenever he inhales (he does this longer than usual in angry boss mode) and then turn around and spit a fireball at you, and also perform a super dive that actually produces a star you can use as ammunition (just like in the battle from the last game).


When you beat King Dedede without all seven Rainbow Drops, you get the false ending where you see all the enemy names. You also find out it's not really the end...

GenericDude1 plays Kirby's Dream Land 2 - Part 17 of 20


Level 6 is a maze...and I never liked this maze as a kid.

Level 7: Dark Castle

(continued)


Level 7-6


Another carbon copy, this time of Level 7-3. The first section has wind going to the left. Of course, you'll be going in that direction anyway. Avoid the Gordos...and GRAB ALL THE THINGS!

For the second section, it's top path, bottom path, top or middle path, bottom path. Mentioning that, because this section can tear you up and cause you to have a sad.

Third section is the Needle boss. There's the exit.

Level 7-7


No more carbon copies!

Avoid the spikes, Gordos, and the Shotzo in the first, all-vertical section.

The second section is a dark room. Take care of all the enemies and enter the door on the right. If you have Kine and the Spark ability, you can uncover the pictures of three abilities by breaking the Star Blocks.

For the third section, drop whatever ability you have. Swallow the Fireball enemies, and use it to break the ice blocks guarding the door on the left and go in. For the next room, drop Fireball and swallow the Stone enemy. Use the Stone ability to break the blocks guarding the door on the right and go in. For the third room, drop the Stone ability and get the Needle ability from the porcupine. Break the blocks guarding the room on the left and go in. For the fourth room, drop the Needle ability and get Ice. Use this to break the blocks guarding the room on the left and go in. For the final room, drop Ice and get the Cutter ability. Use this to break the blocks guarding the room on the right and go in. You'll be right underneath the Rainbow Drop. The exit will have a 1-up in front of it for good measure. Now we can finish the game.

If you enter the door on the other side in any of these rooms, you'll be to the left or right of the Rainbow Drop, depending on which side you were on. You also won't be able to get it, either. So follow the pattern!

GenericDude1 misses the Rainbow Drop on purpose so we can see the bad ending. We'll get it later.

If you enter the center door at any time, you'll go to the fourth section for the door in the center. Jump up for the fifth section, where you deal with Broom Hatters instead of falling spikes. The last section is the Parasol boss, which is saved for last. There's the goal.

Level 7 Boss...


There's a Pep Brew at the bottom if you need it.


You'll have to jump to the door to King Dedede. Thankfully, it's just a few jumps straight up. If you have an animal friend, you'll have to ditch him, since the game won't let you past one of the jumps with one. It's just you and Dedede...next time!

Thursday, April 10, 2014

GenericDude1 plays Kirby's Dream Land 2 - Part 16 of 20


The level design in the next two stages make perfect sense and no sense at the same time. It makes perfect sense and no sense at the same time regardless of whether you think about it or not.

Level 7: Dark Castle

(continued)


Level 7-4


The first section is almost an exact copy of the first section from Level 7-1, except you're just going left instead of right. Plus, there's a zillion Sir Kibbles.

The second section is mirror image of the second section from...oh, forget it. There's more star blocks and enemies here.

The third section has you fighting the Ninja one last time. He really should have been in more stages.

Level 7-5


Oh, lord. It's a mirror replica of 7-2.

The first section has more Gordos.

Ability room. Whoo-hoo.


Enter the lower door first, take out the blocks underneath the door with an ability, go under the floor, come out the other side to get the 1-ups, exit through the other room, go back in, do the same thing to get the other three 1-ups, go through the upper door, beat the mini-boss, get the animal buddy, go all the way to the left, fight the Stone boss, exit.

The Japanese Commercial for Kirby's Dream Land 2

Japan sure likes cute things.

Wednesday, April 9, 2014

GenericDude1 plays Kirby's Dream Land 2 - Part 15 of 20


Finally, we're at the end of the game! Can you believe it?

Level 7: Dark Castle

(continued)


Level 7-2


The first section has you diving down into water and avoiding surprise dropping spikes as you make your way to the right. What, did we enter the castle sewers?

The second section is an ability room. Take a power if you need it, then head right to the next section.

The third section is a door maze. Enter the upper door first, take care of the mini-boss, and you'll get Rick. Head out through the door on the right, but go down to the door below the one you come out of. Three 1-ups. Grab them and head out, then start going right again. You'll then reach another door, where you fight the Squid mini-boss. That's it.

Level 7-3


The first section is...you guessed it...easy side-scrolling action. Keep an eye on the skies at the beginning for the Kabuus.

The second section is auto-scrolling. Again. Keep going right at all times so you make it through.

The third and last section has you fighting Chilly the Walrus one last time.

GenericDude1 plays Kirby's Dream Land 2 - Part 14 of 20


Guess what? Kracko's back. And he's got a gauntlet of new tricks...

Level 6: Cloudy Park

(continued)


Level 6 Boss: Kracko


What? You thought you weren't gonna fight him?

Anyway, he hides in the floor for a little while at the beginning, and he pops up where you usually stand, so stay on the move and avoid his beam attack. He'll then come out of the cloud and come out in his "mini-Kracko" form. Use the eyeballs he sends at you for ammunition if you don't have an ability, avoid him as he moves around (you can duck under him, believe it or not) and avoid the four circles that surround him when they split away...they explode. He'll then hide back in the floor, sending out another eye that you can spit back at him when he peeks back out. When you beat him here, you'll fight his second form.

He'll send two eyes at you, and if you can inhale them both simultaneously, you'll be able to save yourself a lot of time. He'll scour the room shooting lightning downwards, and if he stands there for a second, he's about to shoot lightning at various angles (thankfully, it's really linear).

Level 6 Bonus


Grab the stars while avoiding the eyes. They all pop out from the floor, which makes this a little harder than you would think. Thankfully, this is the last bonus level.

Level 7: Dark Castle


Level 7-1


The first section is just surprisingly easy. Just make your way to the right while moving past the break-away bridges.

The second section is auto-scrolling. Make your way up the spiked wall segment as quickly as possible and take on the enemies as you make your way to the door.


The third and last section is the Fireball mini-boss. Once you beat him, you can exit.

Tuesday, April 8, 2014

GenericDude1 plays Kirby's Dream Land 2 - Part 13 of 20


Well, it doesn't get any easier...or harder, really. Is it me, or is the game being generous with those extra lives as of late?

Level 6: Cloudy Park

(continued)


Level 6-5


The first section is a whole maze made up of those break-away blocks, so fly around if you need to to keep from breaking blocks unless otherwise necessary.

The second section has you moving against the wind...if you jump into it, anyway. If you know what to do, you can actually get through this whole area without getting yourself accidentally blown back.

The third section is a door maze. Go through the fourth door for stars, then go through the second door for the goal (and five Pep Brews!).

Level 6-6


You fight off the Squid mini-boss at the beginning of the level. Take his Spark power-up and go through the door, then break the block above Rick to get him.

The third section has you being blown around by the wind. Again. Make your way to the bottom and into the door. The next section takes place underwater. It's also a maze, where the dead ends lead to stars. If you need some lives, go ahead and explore this place. The frogs lead you in the right direction to the door to the next section.


The fifth section has you flying up with the wind current to the goal. Use your flying ability to get the two stars, Maxim Tomato, Pep Brew and 1-Up before you leave.

GenericDude1 plays Kirby's Dream Land 2 - Part 12 of 20

We cover more levels in Cloudy Park, and watch as some enemies finally stop taking forever to make a return appearance from the prequel. About time we had some Mummy Balls.

Level 6: Cloudy Park

(continued)


Level 6-3


The first section has your whole "go from point A to point B" action going here. You'll be clearing out star blocks and keeping enemies off your tail here, but at the same time you'll also be going underwater for a brief spell. It's really nice.

The second section is full of enemies and goes in a spiral path. You'll be forced in a circle unless you can destroy the star blocks in the walls. The door to the next section is in the center.

The third section is vertical. Stand on the break-away blocks to make your way to the bottom and take care of the enemies as you go down. In the second half of this section, the Mummy Balls come back with a vengeance. If you have the Stone ability from the beginning of this section, clearing them out is a snap. At the bottom is the goal.

Level 6-4


The first section has a lot of Kabuus, Mummy Balls and even two of those pipe eels popping out of blocks randomly. What the crap, game? You'll soon face the Needle mini-boss, and if you beat him you'll be able to take a ride on Kine.

The next two sections are vertical scrolling sections. The first one has you dodging Gordos as well as a Stone guy at the end, while the second one has you in a mirror version of the first...except you're swimming.


The fourth and last section has a couple of 1-ups and stars as well as a Maxim Tomato. Avoid the Gordos, take out the enemies and star blocks and grab as many of these things as you can before you reach the goal.

Monday, April 7, 2014

GenericDude1 plays Kirby's Dream Land 2 - Part 11 of 20


Cloudy Park? Sounds like the stage name of a hot chick that's a K-Pop star. Maybe it's just me...?

Level 6: Cloudy Park


Level 6-1


The first section takes place in the clouds. This time around, you'll be seeing some air currents rising out of some bottomless pits near the end of this part. You'll also see some Gordos moving around near the last of the bottomless pits, and the air currents rising from those make it harder to get past them without getting hit.

In the second section, you'll see some clouds that act as break-away platforms. They'll form a heart with a door in the center. Enter this door and you'll fight the Parasol mini-boss. Beat him and you'll get Kine.

The third section is another vertical section. Once again, those air currents show up, and they'll push you closer to the top at the beginning. The goal is at the top.

Level 6-2


First of all, you will need Kine at the beginning of this stage. If you don't have him, go get him now.

The first section is just some more standard platforming fare. There are some blocks above the three stars and the 1-Up shortly after all those Gordos. If you have the Ice power-up, you can break them and get all that stuff. Keep these blocks in mind for later on, as these same blocks are in the Rainbow Drop room in the next world.

The second section has you using air currents to reach the platforms. Directly above the one with the 1-up at the top, there is a door. Go in there with Kine.

You'll fight the Squid mini-boss. When you beat him, you'll get a blob in place of Kine (or Kine, if you ditched him in this room). Absorb the Squid's Spark ability and take Kine, then leave the room.

Now return to that door underneath the 1-Up, but this time go right. You'll take on the Stone mini-boss in the next room. Thankfully, combining Kine and the Spark mini-boss makes it easier to pound on this guy. When you beat him, you'll get Rick. Switch from Kine to Rick before leaving this room. You'll be near the door to the next room.

Use Rick and the Spark ability to break the blocks below the Shotzos. Since you basically kill them when you send them down the bottomless pit, you'll finally get access to Coo. Get Coo.

You'll end up in the third and last section. Fly against the wind to the right with Coo. You'll find a door. Beat the Ninja mini-boss here, and take his Cutter power-up. Leave the room, and make your way to the left without getting hit by the Gordos. You'll find a door. Enter it, and use the Cutter power-up to break the blocks guarding the Rainbow Drop here. Congratulations. You just got the hardest of the seven Rainbow Drops.


Leave the room, and you'll find the goal immediately to the left.