Tuesday, September 30, 2014

Dilandau3000 plays King's Quest III: To Heir Is Human - Part 6 of 19


We pick up some more spell ingredients here, and try not to get our stuff jacked.

All maps by Dan_.


The screen south of the Three Bears' house is just a river with a small waterfall. Usually, I'd say "That's it, really." But the riverbed has some mud, and you'll need that for one of the spells. Since you have the spoon, you'll be able to get some mud.

Anyway, to enter the Three Bears' house, you'll have to leave the screen and then come back. That will usually do it. If you see the Three Bears leave the house, you're set.

Enter the house, and you'll see three bowls of porridge (since you've seen the Three Bears actually leave the house). The big bowl is much too hot (Papa Bear's), the medium-sized bowl is much too cold (Mama Bear's), but the small one is just right (Baby Bear's). Get the small one.

The second story of the house are the three beds. Papa's is too hard, Mama's is too soft, and Baby Bear's is just right. Fun. If you sleep on Baby Bear's bed, Papa Bear will throw you out of the house. Thankfully, this won't kill you. But while you're up here, open the drawer near Baby Bear's bed to find a thimble. Take it, as you'll need it for one of the spells.

Get out of the house and head back to the flower bed. Use the thimble on the dew on the flowers to get a thimbleful of dew. Head to the left and you'll find where the soil gives way to a desert. You definitely don't want the rogues to get you when they show up, as they will take everything you have if they get you. North of this screen is an oak tree with acorns surrounding it on the ground. Keep typing 'get acorns' near the acorns and you'll eventually get some dried acorns for one of the spells.

Dilandau3000 plays King's Quest III: To Heir Is Human - Part 5 of 19

Well, we have all the ingredients for ONE of the spells. Progress!

All maps by Dan_.




Well, we have all the ingredients for at least one of the spells, so let's go ahead and get it ready now.

You must do this in the exact order as the manual, or your attempts at magic and wizardry will prove fatal. When you have to type something in, leave out the apostrophes at the beginning and end of the commands in each step.

1. Type in 'turn to page iv'.
2. Type in 'put pinch of saffron in essence'.
3. Type the following things in for the incantation:

Oh winged spirits, set me free
Of earthly bindings, just like thee
In this essence, behold the might
To grant the precious gift of flight

You have to press Enter after each line, and you have to get the spelling exactly right or else you are pretty much dead as far as the game is concerned. You can leave the commas out if you want, but I'm a stickler.

4. Type in 'wave magic wand'.

There! You did it! You now have a potion for later in the game, when you need to have the ability to fly. Of course, you'll have to hide it from Manannan when he comes back, but for now, congratulations! You have 1 of 7 spells completed! (Yes, we will complete the rest of them, mostly because Dilandau3000 is going for all the points like always and I really want to show off the entire game. But you probably already knew that, right?)

If you mess this up, you get a fly head, and the game kills you. Wonderful.

There's nothing else you can do here, so head back up the stairs, and move both the lever and the book (that way, Manannan doesn't get suspicious and fry you). Be sure to put the magic wand back in the cabinet.

We'll have to brave the unknown and leave the house to find the rest of the ingredients. Head out the front door and you'll be at the chicken coop. Enter the chicken coop, catch a chicken and pluck a feather off.

Head south from the front door, and you'll be at the mountain path. This screen is kinda nasty, as you have to cross through this area the way the game wants you to, so don't be surprising if you're saving every time you make a little bit of progress. The part behind the big rock near the end is easier than one would think, thankfully.

When you make it all the way to the bottom of the mountain path, look at the map again. This time, the area where Manannan's house is will be lit up. You won't be able to teleport straight back to the house, sadly. You'll have to brave the mountain path again to get back there.

The screen south of the mountain path area we came out of is unspectacular yet peaceful forest. Thankfully, there's more place where that came from.

Going south again will take you to the Three Bears' house. Yep, another fairy tale reference. The dew of the flowers is another ingredient you'll need for one of the spells, but you'll need a thimble first to get a thimbleful of dew. Still, keep this location in mind for later.

You won't be able to talk to the bears if you knock on the door, as Papa Bear will knock you down (but not kill you). Hmmmm...

Monday, September 29, 2014

Dilandau3000 plays King's Quest III: To Heir Is Human - Part 4 of 19

A lot of this blog will be mentioning all the spells that you'll be casting if you want all the points in this game. Prepare for more talking and less doing.

All maps by Dan_.


As you go down the stairs, be sure not to walk into the cat, or else you'll trip and fall to your death.

After you make your way down there, look in the shelves. You'll find some of the ingredients that you'll need for the spells in the manual (which will be mentioned when we need them, so don't worry). Get the jar of Powdered Fish Bone, the jar of Nightshade Juice, the jar of Mandrake Root Powder, the jar of Saffron, the jar of Toad Spittle and the jar of Toadstool Powder. We'll need these later. Next video, we get to see awesome stuff.

Dilandau3000 plays King's Quest III: To Heir Is Human - Part 3 of 19

Snooping as usual, I see!

All maps by Dan_.


Manannan will always leave on the fifth minute of every hour, and come back on the thirtieth. With that said, I'll post the following schedule from InterranKitten's FAQ for the game:

X:00:00 - Manannan wakes up and demands a chore (or food if you're ready to defeat him).
X:03:00 - Manannan briefly enters the room Gwydion is in to check up on him, applying a punishment if Gwydion hasn't finished his chore or if he's been doing something he shouldn't have. Otherwise, he leaves again within a few seconds.
X:05:00 - Manannan goes on a journey. You will not see him until X:30:00 unless you try to leave Llewdor.
X:30:00 - Manannan returns and demands food.
X:33:00 - Manannan briefly enters the room Gwydion is in to check up on him. If he hasn't been fed, he kills Gwydion.
X:35:00 - Manannan goes to sleep. He will be in his bedroom for this time and will wake up if you're too loud in there! He wakes up and kills you anyway if you leave Llewdor.

Sometimes, you'll have to wait longer if you get extra chores (and disobey Manannan, which is definitely not advised). Keep this in mind.

Head over to Manannan's bedroom, now that he's away. Open the drawer in front of the mirror so you'll get the hand mirror. Open the closet and search it to find some parchment. Turns out, it's a magic map. You'll be able to make use of this later. Open the dresser drawer next to the closet to find and take a vial of Rose Petal Essence.

Type 'look top of closet' near the closet to find a small brass key. Take it, and head back to Manannan's study. Since you now have the brass key, use it to unlock the cabinet with your feather duster on it. You'll find Manannan's magic wand. Manannan [b]will[/b] find out if it's missing, so you'll need to place it back in the cabinet before he comes back.

Since Manannan isn't here, we'll be able to check out the metal lever. Moving the book and pulling the lever will reveal a trapdoor in the floor here.

Sunday, September 28, 2014

Dilandau3000 plays King's Quest III: To Heir Is Human - Part 2 of 19

We explore a little more of the house here...and Manannan decides to take a trip. Joy.

All maps by Dan_.



The door across from the front door is Manannan's study. Be careful here, as Manannan doesn't want you poking around in this room.

If you look at the bookcase, you'll see something small and metallic behind a book. If you move the book, however, Manannan will rear his ugly head and kill you for finding the secret lever in his bookcase. Keep this in mind for later on, though, when the wizard won't be able to bother you.

Further up the stairs, you'll see the observatory. Sometimes Manannan will be spying on the poor citizens of Llewdor, sometimes he won't. Don't bother him if he's there, otherwise he'll send you back to the kitchen, where you'll be hanging upside down on one of the rafters for a while until he sets you back down. Jerk.

Behind Manannan on the floor is a dead fly. Head off-screen and come back so Manannan isn't here, then take the fly. You'll take the wings and throw the fly's body away. (Picking it up near Manannan is grounds for death.)

To the right of the steps in the second floor of the house is your bed. This is where you'll be hiding some of the items that you wouldn't want Manannan catching you with. If you look under the tapestry, you'll find a rather strange Easter Egg involving King's Quest IV.


After a while, Manannan wil show up, deciding to take a journey. You'll want to get the dead fly in the observatory now, if you haven't already.

Dilandau3000 plays King's Quest III: To Heir Is Human - Part 1 of 19

Yep, this one's gonna be longer than the first two...much longer.

I know it's going to be a bit boring at the beginning, but later on it gets a lot more awesome. Trust me on this.

All maps by Dan_.



Poor Gwydion. He's 17 years old, and he's been the slave boy of an evil wizard named Mannanan in a mountain home above all of Llewdor for as long as he can remember. He's never been able to find out how his whole life came about, or even leave the premises. Things are about to change...

The first thing you'll notice is a timer in the status bar. You'll be needing to keep this in mind, because there are quite a few things in this game that are time-sensitive. If you've watched the introduction, you'll have to sweep the kitchen floor. Otherwise, Manannan will show up when you start the game and have you do something else.

The cat that follows you around the house is severely annoying. It'll block your path sometimes, but if you kick the cat, he'll get right out of the way.

Whatever you do, don't leave the house and head towards Llewdor while Manannan is about. He'll show up and teleport you back home, and the more you do it, the more severely he'll punish you. He'll eventually kill you if you do it too many times.

There is a cup on the table when you enter the dining room. Go ahead and take it. Be careful, though: there are items you do not want in your possession when Manannan sees you, so you'll have to hide them somewhere. Luckily, these items are made distinct from the ones that won't get you in trouble by an asterisk. You can hide all these things under your bed upstairs.

To the north of the dining room is the kitchen. Get the food (the bread, the fruit and the mutton chop) off of the table (you can type in 'get food' near the table to make everything easier), then get the broom. You'll clean up the kitchen, then you'll put the broom back. Go ahead and get the knife and spoon off the wall, then take the mixing bowl from the shelves.

Saturday, September 27, 2014

The Music of Felix The Cat


Title Theme


World 1 ~ The Beginning...


World 2 ~ Egyptian Excavation


World 3 ~ Fights In The Skies


World 4 ~ Tropical Paradise!?


Underwater / World 9 ~ Dark Depths


World 5 ~ Tranquil Island


World 6-1 / World 7 ~ Snowy Wonderland


World 8 ~ Outer Space


Boss Battle Theme


Ending

TheUtilityMan plays Felix The Cat - Part 4 of 4

It won't be long now...

Level 7-1


We're still in the North Pole? What is this? Is the Professor's lair supposed to be in this area? I don't get it.

Even though the snowballs that are as big as you seem indestructible, you can still destroy them with your attack.

Level 7-2


Guess what? The bats from World 2 are back.

There's a bunch of blocks in the level that spell out the word "Felix." If you go up to the top of them, you'll find out the tops of the letters are made out of Felix heads. There's also a platform before that which takes you to the magic bag warp.

Another two-level world. Guess what? The boss here is a rematch with Poindexter. He attacks the same way, but this time he shoot snowballs instead of balls. They still fire at a very high arc (about an 85 degree angle), and the tactics are woefully the same: stay in close and just keep attacking him. This game's bosses are way too easy.

The Professor taunts you one last time. It's the final battle!

Level 8-1


There's only one level in this world, and it's a bit of a doozy. If you lose all your magic or get hit here, you'll fall straight to your doom and there's nothing you can do about it. Collect as many Felix Heads as you possibly can.

The spaceship has only one level of magic, so every time you get a magic heart in this level, you'll get a one-up. At least your magic is refilled every time you pick one up, so every magic heart and milk bottle you can get your hands on is essential to making it to the end.

The aliens are pretty evil. They come at you and shoot at you, stop at the left side of the screen, and move all the way back to the right in some sort of hyperbole pattern.

Level 9-1


Wait...if the professor is in outer space...how was he calling us down on Earth all this time?!?

The biggest pain you'll deal with are the rocks. Other than that, this is a fairly short level.

Sometimes there will be small octopi jumping out of the watery pits, sometimes there won't. Stay near one for a second or two to see if one comes out before jumping.

Level 9-2


This is basically more of the same, and just as short.

Level 9-3


This isn't really a maze, guys. The whole "run all the way to the right" mentality is still here like it's been every level. Getting to the boss is the tricky part...watch out for those moving Professor heads lining the walls.

The boss room has three bags. If you need magic and/or "hit points," hit up the three magic bag warps for Felix Heads, milk bottles and magic hearts.

The professor is just as easy as everyone else. Stand between two bags and stay close to the professor, mashing the attack button as you move around. He'll keep orbiting over you in a semi-circle and will never waver from this pattern. If you duck into one of the bags, the Professor's hit points won't refill, so don't worry about that.


When you beat him, Felix will finally meet Kitty and they'll return to Earth. Enjoy your no credits.


Friday, September 26, 2014

TheUtilityMan plays Felix The Cat - Part 3 of 4

There's no denying that TheUtilityMan just rips through this game.

Level 5-1


A simple hike in the mountains, this is not.

The only real hint of use here is that if you enter the magic bag warp near the beginning, you'll skip a little bit of the level.

Level 5-2


The green hedgehogs that run around in this level throw rocks at you similar to how the cannons in the earlier levels attacked. Yeah, they're like cannons except they move, which can be pretty annoying.

Level 5-3


We're back on ground level, and this time there's a forest we can traverse through.

The boss here is Evil Felix. Evil Felix has a gun and wears a cowboy hat. He just moves in one direction and occasionally shoots at you, moving at twice his normal speed when he does. Whenever you hit him, he goes to the opposite side of the room.

If you wait at the very left side of the room and keep shooting at him, you won't have to deal with much.

For 100,000 points and every subsequent 200,000 points, you'll earn a 1-Up.

Level 6-1


And now, we have our obligatory ice level...as well as another surface swimming level!

The fish in the water now shoot at you like the cannons do...except they shoot at a 45 degree angle and move at the same time. Unless you have the Dolphin Magic, these guys can be a pain in the ass. Thankfully, there's a weakness in that attack: they can only shoot at you when they're at the very surface of the water.

Level 6-2


Felix, you're swimming in sub-zero temperature water. What's wrong with you?

Unlike the other worlds, this one has only two levels. Guess what? We're fighting Master Cylinder again. This time, he's still easy and he fires nothing but bubbles. He still moves around the same way. Fail.


Also, the Professor decides to taunt you for no reason. Again.

THAT MAGIC BAG

OH LOOK A CARTOON

Thursday, September 25, 2014

TheUtilityMan plays Felix The Cat - Part 2 of 4

For the record, TheUtilityMan plows through this game in the same way I'd do it. Of course, there's a few unintended (and preventable) deaths down the line, but it's still enjoyable.

Level 2-3


Even though there is some at the beginning of the level in Level 2-1, it should be noted that the lava where the skulls pop out of (similarly to Podaboos, I might add) should not be jumped into.

At the end of the stage, you'll fight Rock Bottom. He's pretty easy to fight as well. Just hit him and avoid the bullets he shoots out of his gun. That's it, really.

After the second boss, you'll get another call from the Professor where he taunts you. Well...

Level 3-1


The Tank is best for this level, since you can attack some of those egg creatures (or whatever it is those white things are supposed to be) from a higher distance.

Overall, the game is still pretty easy.

Level 3-2


Watch out with those snails. They'll jump up and down whenever they keep landing in those bottomless pits. Also, you may remember the cannons from Level 2-1. They're back with a vengeance, and they're a little harder to avoid since you're not in a floating level.

You may be better off with the Motorbike instead of the Tank, since you'll be able to attack straight in front of you, at least.

3:39 - That death hurt just looking at it.

Level 3-3


We're flying again!

We finally get to see the Airplane in action. For once, attacking in a straight line is a bona-fide privilege, and the energy ball attack you get with it is really good.

There are a lot of walls here. You're better off staying at the lower half of the level, if only to avoid the cannons. At least you'll find a magic bag portal in that half.

The boss here is Master Cylinder. Move around so that whenever he fires his laser, he'll automatically miss. Just stay in close and keep moving up and down and you'll take him out with no problems.

Level 4-1


This is far from a tropical vacation, Felix.

The birds take a few steps before stopping to jump. This can be annoying at times, since there's the chance of them jumping right into you when you're trying to avoid them.

Level 4-2


Our first surface swimming level. If you collect a magic heart, your robot will change into a dolphin, and you'll able to throw energy balls.

It should also be noted that if you make it a certain distance through the level before you die, you won't have to repeat very much.

Level 4-3


Welcome to the swimming levels. Here, you start out with a snorkel and a punch glove. If you upgrade your magic, you can get a bubble-spitting turtle before you can finally upgrade to a submarine!

The boss here is Gulpo. He's just like Master Cylinder, except he has two attacks instead of one. The first is the bubbles. Thankfully, they're easy to avoid. The other is the word "BLOB!" traveling towards you twice as fast as the bubbles. He always shoots two bubbles before shooting a BLOB!. The more you hit him, the faster his attacks come. Thankfully, you can fight him the exact same you did Master Cylinder and get away with it.

When you complete World 4, you'll be taunted by the Professor. Again.

TheUtilityMan plays Felix The Cat - Part 1 of 4

Explanation for this one, since it was basically a game I've already covered with a different person playing it.

ultimachocobo86 had privatized all his videos due to people not appreciating his work as well as he expected. Then I found theutilityman's LP. I then decided to use it as the basis for the guide. Then I got in touch with ultima again, this time on Twitter. After letting him know "Hey! I found you!" he de-privatized everything on the original channel as well as his new one, LordServbot.

Well, during my original plans to replace everything, I happened to like this LP as much as I did ultima's. So, when everything he did got de-privatized, I decided to make plans for a "RELOADED" guide of sorts and use this other one for it.

Level 1-1


The controls are pretty simple. Pressing B lets you use a punch glove, but you'll be able to get stronger attacks.

The Felix Heads give you an extra life every time you collect 100, but in the meantime you'll get other power-ups from them as well.

When you reach a total that ends in 0, you'll get a magic heart. This gives you a magical power that lasts for a limited time, as signified by the ten hearts on the upper-left corner of the screen. If you keep collecting magic hearts while you have magic, you'll be able to power your attack ability up. It goes from Normal Felix to Magician Felix to a motorbike to a tank. If you have the tank when you collect a magic heart, you'll get an extra life, so make it a big priority to not get hit!

You also get extra lives for getting 100,000 and reaching every subsequent 200,000 points on the scoreboard.

When you reach a total that ends in 5, three milk bottles will appear. They'll give you 500 points each, but if you have a magic attack on hand, you'll refill two hearts on the timer for each one you collect, making the Felix heads you'll find throughout the game essential.

The ! blocks fall apart when you stand on them. They're not very dangerous in this level, but they're pretty deadly in the later ones, so watch out.

If you find a giant magic bag, jump into it. You'll find yourself in a room that usually contains Felix Heads and other power-ups. You won't be able to leave the room until you collect all the heads...which is a good thing.

Anyway, this is a pretty simple level. Feel free to get a grasp on the basics here.

Also, you'll see white, cloud-like heads that look like Kitty and the Professor throughout the game. Sometimes, if you attack one of these a couple of times, you'll find a 1-Up, so do take some time to attack some of them a bunch of times and see what happens! ultimachocobo86 will find some that have 1-ups throughout the game, so pay attention!

Level 1-2


More stuff to mention here.

If you get hit while you have magic, you'll go down one magic level. If you have no magic, you'll die.

Remember me saying that the ! blocks would prove deadly? Well, here, they do. They block off a bottomless pit. Thankfully, they're pretty easy to jump over.

Also, the magic bag that's in this level has a ton of Felix Heads, so take the spring below it up and jump in.

Level 1-3


This isn't much harder than the other two.

There are two bags in this level. The first one is midway through and contains some Felix Heads. The second one is at the end of the level. Go down this one and you'll take on Poindexter.

He's really not that hard, especially if you have the tank. Stay close to him and his balls shouldn't hit you at all. The more powerful your magic, the less hits it takes to destroy him.

Level 2-1


Welcome to the first floating stage of the game. Here, whenever you're in the air, Felix will be airborne in some fashion.

Notice you don't have your magic here. The game resets your magic when you enter different types of stages.

There are three levels of magic in the floating stages. The first is an umbrella and a punch glove, the second is a hot air balloon with frisbees, and the third is an airplane with an energy ball.

This one's not too hard. Just fly all the way to the right and try not to hit anything.

The smiling blocks can't hurt you, in case you're wondering. They act as platforms, and you'll see them more often in the later levels.

Level 2-2


We're back to manning a tank. Ossum. We're also inside a pyramid.

The bats fly around in a circular pattern that's easy to avoid. Other than that, the enemies [b]still[/b] shouldn't give you too much trouble.


Be careful in the part with all those springs. You don't want to go flying high somewhere and accidentally run into an enemy.

Wednesday, September 24, 2014

The Music of Mega Man X

PrinceWatercress plays Mega Man X - Part 8 of 8

This is it. It's the final fight.

Sigma Stage 4


This is just a simple wall climb to the final chamber. There are two holes near the bottom that caterpillars will come out of. If you need to refill on health or weapons energy or if you need to fill up your Sub-Tanks, you can do it here, but it's going to be very monotonous. You're better off backtracking to another stage before you go here.

When you reach the top, you'll meet Sigma, who will sic his dog on you. It will run around the room, shoot fireballs and also leap off the walls, but Shotgun Ice will do the most damage to it.

When you beat the dog, you'll finally take on Sigma himself. The Electric Spark will do the most damage, but to land a hit on him you'll have to avoid his lightsaber as well as his wall jumps. To avoid the latter, jump up to the upper corner of a wall. When he's just below you during the wall jumps, leap down right when he leaps to the other wall and he'll follow you back down.

When you defeat Sigma, his head will remain. It will float onto the head of a giant robotic wolf body. The hands will not only shoot lightning bolts in two directions (up and down), but also try to smack you. Wait for one of the hands to lower, then shoot at Sigma's head with the Rolling Shield. You can also wall jump to one of the hands, but they can still attack even when you're on them, so be careful. When the eyes of the wolf head flash, they're about to do one of two attacks, a wide spread projectile firing that goes from left to right that is hard to avoid, or a flamethrower attack that goes from right to left.

When you beat Sigma, you've finally done it. Enjoy your ending.



Tuesday, September 23, 2014

PrinceWatercress plays Mega Man X - Part 7 of 8

Sigma Stage 3 brings the last of the Maverick rematches and is pretty darn quick.

Sigma Stage 3


No sooner do you begin this stage that you have to fight Armored Armadillo.

You'll take on Sting Chameleon soon after. Since you now have the Boomerang Cutter, you can basically get him in an infinite damage loop. When he latches onto the ceiling with his tongue, just fire a Boomerang Cutter towards him. It will arc upwards and knock him off, and he'll leap over you and do the same thing again. Once again, face him and shoot a Boomerang Cutter. This will keep happening until he dies.

You'll then face Spark Mandrill, followed by Launch Octopus and Flame Mammoth.

Finally, you'll take on some sort of dinosaur skull tank with an independently moving platform at the bottom. The bottom will move back and forth across the ground, smashing the walls as the top "skull" part flies around. The top part is the thing you want to hit, and you want to hit it with the Boomerang Cutter. When they combine and create lightning bolts, leap up the left wall and stay in the corner to avoid the purple energy balls it shoots out.


Whatever you do, you don't want to be on the bottom platform when it hits a wall, or X will be stunned for a few seconds. You also don't want to be on it when the top part moves towards it, either.

PrinceWatercress plays Mega Man X - Part 6 of 8

We're nearly done. Now it's time to take down Sigma and save humanity!

Sigma Stage 1


After taking on several enemies, you'll have to take flying platforms to the opening to Sigma's fortress. Those flying pink and purple robots will dog you during your jumps, but the Storm Tornado can stick around long enough to destroy them.

When you reach the mid-level doors, you'll meet Vile. Zero will chase him into the following rooms, and before you enter, you'll hear some heavy fighting before the room goes silent. When you enter the large hallway at the other end, you'll find out Zero has been captured, and Vile takes you on.

This battle is much like the one you had with him in the intro stage. Just like before, keep pounding on him with the X-Buster, and get hit by the yellow energy ball after you get low on health. Zero breaks out of the energy cage and destroys Vile's robot armor, leaving you to fight just Vile. Your health will be fully restored for this battle.

Vile's weakness is the Rolling Shield. Vile will jump and dash around and also throw grenades that create explosions that move along the ground, but the Rolling Shield will destroy him after a few hits.

Go right and you'll talk to Zero one last time. His lower half is missing due to the explosion that destroyed Vile's Robot Ride armor. If you haven't gotten the Arm upgrade from Flame Mammoth's stage, he'll give it to you here. Zero "dies," even though he's restored in the next game.

You'll then see the trip laser robot systems from the Boomer Kuwanger stage after this. You'll also see springs on the ground that make it easier to jump over a lot of stuff, especially if you're dashing around.

You'll see a vertical section once you make it past all that. By fully charging the Chameleon Sting weapon, you'll be able to get through this part without taking unnecessary damage. There are flying robots similar to the pink and purple ones that you've seen throughout the game, but these are blue and purple and just fly downward in a sine wave pattern.

You'll fight Boomer Kuwanger next. You know what to do here. Use the Homing Missile. Unless the NES series (as well as #6), there are no teleporter pods that lead to the Mavericks at all. Even the first NES Mega Man game had teleporter pods, albeit acting differently from how they traditionally work. Instead, you'll have to fight them at certain points in the fortress. You also don't get to refill your health after you beat them.

As always, the rematches against the Mavericks involve the same strategies needed to beat them the first time.

One more short section later, and you'll take on a giant spider. The only weapon you can use against it is the X-Buster. This may remind you of those Japanese lottery games (or at least that mini-game from Super Mario Land 2). There are four columns, and green bars will spawn at random places. The spider will go down one, and if it comes in contact with a green bar, it must cross it before going down again. You have very little time to figure out where it's going to go, and it's almost like the spider homes in on you. When the spider reaches the bottom, smack the red jewel you see when its body opens up with a charged-up X-Buster shot before it rises back up to the ceiling.

Every once in a while, the spider will send out smaller spiders, that will go for the nearest ceiling and climb up it. You'll have to shoot enough of them to clear the floor. Whenever it spits out spiders, it goes back to the ceiling again before continuing its regular attack.

This is a good fight to have all four Sub-Tanks filled up for, as this one can drive you nuts.

Sigma Stage 2


Remember the platforms from the Storm Eagle stage? Well, they're back, and they now run across paths on walls that are much easier to see.

You'll face Chill Penguin right after the beginning. Since you have the Fire Wave this time, you can proceed to light him on fire.

The Robot Ride soldiers can be killed before they can hitch a ride. You can do this with the Fire Wave.

You'll soon come across a bridge, where you'll face Storm Eagle.

Use the fully charged version of Chameleon Sting to get to the final boss. Be sure to save weapons energy for it, because you're going to need it for the boss at the end of this section.


This is a wall face. The weak spots are the two eyes that pop out as well as the center piece. After the two eyes come out to hit you and return, the walls will close in a little bit and allow for the "nose" to fly around and hit you. Sometimes the eyes will be blue instead of red, and will shoot fireballs in two directions. If you take the eyes out first, the walls won't narrow the room down when you finish off the center piece.

Monday, September 22, 2014

PrinceWatercress plays Mega Man X - Part 5 of 8

We've got everything. Now it's time for Sigma.

Sting Chameleon - Heart Tank


Now that you've beaten the Launch Octopus stage, go back to Sting Chameleon's stage. Remember the pit before the cave? Instead of going up, go down the pit. You'll be able to break the rock wall with the wall jump. Now that there's a pool of water to jump around in, you can Dash jump to the right and get the Heart Tank.

Boomer Kuwanger


What's a Kuwanger, you ask? Well, Boomer Kuwanger is a stag beetle, and Kuwanger is actually a play on the Japanese word for "stag beetle," kuwagata. It doesn't translate well outside of Japan, though.

Instead of going right all the time, you'll be spending more of your time climbing up a tower. The turrets that move up and down the walls and slowly track you will move up suddenly when you fire at them. Different weapons will be able to hit them from a standing position, and you can jump prior to shooting a charged X-Buster shot to get rid of them.

The laser beams have blue robots above them. If you trip these lasers, these robots will fire a laser at you. The Dash ability makes it much easier to get away from them if that happens, though.

You'll take an elevator up after this. Avoid both the walls and the spiked platforms that get in your way as you make your way to the end of it.

After this part, there will be platforms that move in and out of the side of the building that have turrets on them. You'll also see robot lizards that move up and down the ladders, which you'll have to take out before you can move on.

You can charge up Shotgun Ice to maximum to create a moving ice platform. You can then use that to get the Heart Tank at the end of this part.

The next part has you taking out those spinning turrets from Spark Mandrill's stage, which are now on moving platforms. Take out the turrets, then use the moving platforms to get to the top. You'll then face Boomer Kuwanger.

Boomer Kuwanger dashes a lot and will throw the pincers on his head like a boomerang. He also turns translucent and teleports everywhere. If you have the Homing Missile, you'll be able to hit him and knock him out of his disappearing act. He's easy at this point.

Beating Boomer Kuwanger gives you the Boomerang Cutter. If the weapon returns to you, you regain the energy you lost from firing it. You can also use it to grab items from a distance.

When you beat all eight Mavericks, Zero will know where Sigma's fortress is. You can now play the Sigma stages, but before we do that, let's find everything first. It makes getting through the game much easier.

Spark Mandrill - Secrets


Stay close to the bottom at the beginning as you keep going right. To reach the Sub-Tank, jump up, then hold Down on the Control Pad and fire the Boomerang Cutter. The weapon will arc downwards instead of upwards, allowing you to grab the Sub-Tank.

Also, if you want to leave a stage you've already completed, use the Escape Unit. This allows you to go back to the Stage Select screen.

Armored Armadillo - The Hadouken


To get this, you must first have all the Heart Tanks, Sub-Tanks, enemy weapons, and power-ups. Play through the level like normal. When you reach the final mine cart, which launches you through the air at the end of the level. Just before you reach the wall, jump up and climb the wall. At the top, there will be a large health pick-up. Get it, and either fall into the pit or exit the level. Repeat this step five times. On the fifth time through, a capsule will appear on that same ledge. Dr. Light will show up dressed as Ryu, and he will give you the ability to use the Hadoken. You can use it just like in Street Fighter II: Down, Down-Forward, Forward and then Y. You must have full health in order to use it, or else it won't work. If you turn the power off or reset, you'll have to do all this again to get it back.


If you need to stock up on stuff, the bats at the beginning of this level are a good source of things. It should also be noted that there is sometimes a red bat similar to those in Mega Man 2 that can show up here. This bat will almost always drop an extra life when killed, so you can keep getting this bat to respawn for free lives.

Spark Mandrill A Capella by Smooth McGroove

Because why not.

Sunday, September 21, 2014

PrinceWatercress plays Mega Man X - Part 4 of 8

Next up on the list: two Heart Tanks, two Sub-Tanks and the first death of the Let's Play.

Armored Armadillo


The mine cart at the beginning of the stage lets you power through quite a bit of stage and almost set a land-speed record in the process. Don't worry about taking damage from enemies, as this spiked and seemingly unstable cart plows through them. Of course, you'll have to jump off before it sends you down a pit.

You'll then be chased by a digging robot. It takes a bit of abuse before it goes down, but if you go back to where it was, you'll find the third Sub-Tank. The spike pit will kill the digging robot, but it goes down in mere seconds with the Fire Wave.

After some more mine cart madness, you'll see another digging robot. Take it out with the Fire Wave. This makes it easier to get the Heart Tank for this stage, since the digging robot hasn't destroyed the part of the ceiling from which you can wall jump to access it.

You'll then see the last mine cart, which will help you breeze through the last of the stage. Keep your X-Buster ready, so you can actually hit the birds near the end.

Armored Armadillo will roll around the room and bounce all over the place at 45-degree angles. He's invulnerable when he does this, so keep dodging him until he stops rolling and hit him with the Electric Spark. This will fry the shields off of him. He also fires electric shocks out of a cannon in his head, but you can easily avoid him and win this shoot-out.

Since he no longer has his shields, he can be damaged even during his rolling attack.

Beating Armored Armadillo gives you the Rolling Shield.

Launch Octopus


It won't be long until you go deep into the water. Here, you'll take on robot seahorses that roll into balls and try to slam into you.

You'll be taking on two submarines that act as separate mini-bosses. They have the ability to suck you towards them and/or blow you away from them, and they also send out robot lampreys that zig-zag across the screen and into different directions. If you keep firing at the submarine, the lampreys won't pose much of a threat. The second sub battle also has you dealing with spikes, but if you pay attention at all times and keep taking out the lampreys while firing at the sub, you shouldn't have a problem.

The puffer fish will try to suck you into them. If that happens, keep firing at the fish until it's destroyed.

After the second submarine, you'll see a green ship that sends out those yellow grabbing robots and also shoots out bombs. Use the tornado generator to get on the top of it and take it out with the Storm Tornado. The ship will crash through the ground and open up a secret area. You'll take on a sea dragon here (you may remember the head of it from the conveyor belts in the Flame Mammoth stage). Stand on its body as it moves around and shoot at its head with Storm Tornado. You'll be able to easily take it down. Make your way to the right and you'll get the Heart Tank for this level.

Launch Octopus not only jumps around while shooting regular bullets and homing missiles, he can also create a whirlpool around him that keeps you away and also repels your firepower. The Rolling Shield will do the most damage to him. If you use the Boomerang Cutter on him, you can cut his arms off and put him at a disadvantage.


Beating Launch Octopus gives you the Horming Torpedo. Yes, you read that right. That's actually how the game spells "Homing Torpedo." Chalk it up to a mistranslation on the way to America.

PrinceWatercress plays Mega Man X - Part 3 of 8

In this episode, Spark Mandrill puts on a light show and I show off the versatility of Shotgun Ice. Oh, and I also get all the enhancements for X. Check it out!

Sting Chameleon


The game does not zoom in on the center when you select a stage, by the way. I wish it did, though, now that I think about it.

Anyway, Sting Chameleon is one of the last Robot Masters you'll take on if you're doing it in order of weakness. So why do this one now? Because the Armor Upgrade is here, that's why.

Some of the pits here will have water in them if you've beaten the Launch Octopus stage.

In this stage, the woodcutters return, but you also have robot grasshoppers and mettaurs with bushes for heads that are really easy to defeat, with or without the small worms they shoot at you.

You'll then come across a cave. Instead of going in, go back. From there, leap up to the ceiling of the cave and jump up the wall. You'll find an area that's pretty easy to miss. There will be a robot that you will have to fight off here. Avoid its extendable arm and shoot it in the head until it's gone. If you're far enough away, you shouldn't have a problem. This robot will also try to jump on you, but the Dash ability will make avoiding him easy.

When you beat this robot, the capsule will appear. Jump in and X will now have a white armor plating covering his torso that cuts the damage he receives by half.

The cave has falling rocks all around. You can destroy them with the Mega Buster, but they'll just keep coming. If you have the Helmet upgrade from Storm Eagle's stage, these rocks will not harm you if you are standing completely still. The large rocks are really monsters that throw boulders at you.

The robot woodpeckers send robot caterpillars at you if you're close enough.

The green robots with the shields and maces have a unique way of being destroyed. Get close enough so they shoot the mace at you, then get between the mace and the robot and shoot it down. Jump over the mace as it returns and advances, and shoot at the robot until it's destroyed.

You'll find some more Robot Ride armor (as the game calls it), and it will help you traverse through the mud pit much faster.

Unless you have the Boomerang Cutter from Boomer Kuwanger's stage, you're going to have a harder time. But since you have the Armor upgrade, taking him on with the X-Buster isn't as bad as it usually is.

Sting Chameleon's major attack is blending in with the background and being almost completely transparent. You can still see him, but just barely. He's also invulnerable when he's blended in, so you'll have to wait for him to turn opaque again before you can go back on the warpath.

Sting Chameleon has two other attacks. He'll latch onto the ceiling with his tongue and shake spikes out of the ceiling. He can also hang onto the wall and shoot a three-way stinger shot out of his tail. If you and Sting Chameleon are both in opposing corners, you're in the easiest position to dodge this attack. You won't even have to jump!

If you're in range, he'll get you with his tongue. It's a really good mid-range weapon that's hard to see coming. He usually attacks with his tongue if he's in the center of the room.

Beating Sting Chameleon will award you the Chameleon Sting.

Chill Penguin - Heart Tank


Remember that part where you had to ditch the Robot Ride armor and scale a wall, only to choose between going left and going right? Go left this time. One of the silos that contain the dragonfly robots has a Heart Piece. Just destroy it with the Fire Wave.

Spark Mandrill


Oh, wow. If you've beaten the Storm Eagle stage, you'll finally find out where that jet crashed: Spark Mandrill's stage. Usually, there are a lot of areas to walk around in with electric currents forcing you to jump every couple of seconds, but now they're not existant. Also, the power will go out in a few spots at the beginning.

You'll see a few flying enemies that shoot out a beam of light as they quickly pass by. Take them out with fully charged shots, or better yet, use the Storm Tornado to get rid of them as easily as possible.

You'll see a mid-boss shortly after you begin the stage. This is some red robot in some blue gelatinous material. It will shoot four small blobs of this stuff at you, and if it touches you, you'll be stuck to the floor for a while. This mid-boss will move across the ceiling as well as the floor, and when it's on the ceiling, it will also shoot lightning bolts at the floor. If you've beaten Storm Eagle's stage, however, it won't be able to do that.

You'll also see ceiling turrets that spin around and shoot, as well as gold robots with two spike arms and one wheel that move around and try to chase you down.

You'll also see large tortoise style robots that shoot bombs with parachutes at you. Like most enemies, they're fairly easy.

After the first tortoise, you'll see the Heart Tank for this stage. You can press A and B at the same time to do a dashing jump off of the wall to get it, even though you're normally expected to get it by doing a dashing jump towards it and grabbing it with the Boomerang Cutter.

Through the second half of the level, the power will keep going on and off, and it will also be dim in some parts. Keep your weapons ready and be prepared to make some wall jumps, as some more of those flying robots from this level will show up near the end.

Spark Mandrill's weakness is the Shotgun Ice. While you can directly hit him with it, the weapon also splits into five smaller crystals that scatter at linear angles if it hits a wall.

Spark Mandrill sends large shockwaves along the floor, walls and ceilings, and he can also climb on the ceiling to get the drop on you. If you hit him with the Shotgun Ice, he'll be frozen for a few seconds. If you can time it right, you can keep hitting him with the Shotgun Ice and repeatedly freezing him.


Beating Spark Mandrill gives you the Electric Spark.

Saturday, September 20, 2014

PrinceWatercress plays Mega Man X - Part 2 of 8

Time to power up!

Storm Eagle


The yellow robot with the hook arms that you'll see at the beginning of this stage will grab you, fly around with you in its grasp and explode in an attempt to take you with it unless you fire at it and mash the buttons to get loose.

If you get to the top of the platforms at the beginning and make a dashing jump to the left, you'll find a red, heart-shaped icon with metal on the top and bottom. This is the the Heart Tank for this level. The Heart Tanks add to your maximum health, and collecting all of them will give you as much health as the bosses! You may be asking "Well, PrinceWatercress, why do we have so little health?" This is why. You take less damage from all the enemies in the game compared to previous Mega Man games, but you have half the health of the original Mega Man to balance out the difficulty. If you want the same amount of health as the bosses, you'll have to earn it.

You'll also see windows and gasoline tanks that you can shoot down and take out to find some secret stuff.

The Mettaurs here will pop out when you're close enough and try to run into you. Thankfully, they have the same vulnerability as they did in 20XX: as soon as they show their face, they can take a bullet there.

After the "Airport 1001" sign, use the platforms that go up and down to find a window you can shoot out. Blow out one side of it, and you'll destroy all of the windows. You'll find a Sub-Tank here. These are like the Energy Tanks in the classic series, but with a twist: they're re-usable and can only be filled by picking up health power-ups while your health is full. There are four in the game to collect, and filling them up prior to a boss battle will give you a definite edge.

Some of the flying platforms contain turrets that shoot a line of flames at you. They can be easily taken out with a fully charged X-Buster shot, and their weapons don't have a very good range.

Near the end, there is a wall of gasoline tanks that can be shot down. This leads to a secret area that leads to another upgrade capsule. This will upgrade X's helmet, and allow him to break certain blocks with his head.

You'll reach some platforms at the end. They fall into the abyss shortly after you stand on them, so get to the other side quickly! These lead to a jet. You may remember this jet from the intro stage. Guess what? If you go through it, take down the two turrets along the way and stand on the lift platform, you'll tear this jet apart.

You'll then have a flat ground to fight Storm Eagle on. He'll swoop down at you from one side of the screen (which is best dodged with dashing jumps), spit eggs that send out four birds at you, and try to push you back with either his Storm Tornado weapons or with his wings (walk and dash towards these to keep from being knocked off the sides of the jet).

If you have the Chameleon Sting weapon, you'll be able to beat him more quickly. If not, go at him with the X-Buster. Storm Eagle is one of the easiest Mavericks to beat with the good ol' arm cannon.

Beating Storm Eagle gives you the Storm Tornado. This shoots a tornado that goes forward and does multiple hits to all enemies it touches.

Flame Mammoth


Flame Mammoth is not only the easiest Maverick to take down with the X-Buster, he's also where the weakness cycle repeats itself.

If Chill Penguin's stage hasn't been completed yet, the lava circling this stage will be red hot, and there will also be lava plumes halfway through the level. There also won't be snow everywhere, either.

The conveyor belts push around both robot heads (which don't do anything) and robots that will fire lasers at you. If either of these enemies fall off of the conveyor belts, they break apart and die.

Once you make it past the conveyor belts, you'll see the platforms where the lava plumes are supposed to come out through the cracks. Since you have the Helmet and Dash upgrades, you can now make a dashing jump off the left edge of the first of these platforms and break the blocks to the left. Break the blocks with your head, and you'll be able to find the fourth and last upgrade capsule. This will change the appearance of X's arms and power-up the mega buster, giving him a third charge level. You'll notice it when you hold the fire button longer and X glows purple instead of yellow. This makes for an even more powerful shot that can go through enemies and take out even more that are behind it.

This also allows you to charge up all of the special weapons. Fire a special weapon when X is glowing purple, and you'll be able to perform a unique ability that you wouldn't be able to do otherwise. Of course, this uses more weapon energy, but sometimes it's worth it. Amongst the best charge-ups are for Chameleon Sting (which turns X translucent and has his sprite cycle through the color spectrum, making him invincible and giving him the ability to run through enemies)

The miner robots will throw pickaxes at you.

The lower-right corner of this area hides the Heart Tank for this level. If you've completed Chill Penguin's level, this is a lot easier to obtain. If you can make it to the end and go all the way to the left, keeping to the top of the area, you'll be able to break some blocks that block your way to another Sub-Tank.

You'll see some more conveyor belts just like those in the beginning of the level, but you'll also see crushers. If you use your Dash ability, you'll be able to move past them without a hitch.

The last section of this level has you dealing with pipes. Lava droplets leak out of them at certain points, and you'll have spikes that move back and forth while spinning around.

Flame Mammoth is perhaps the easiest boss to beat with the X-Buster, but the Storm Tornado takes him out even more quickly. Flame Mammoth has a few attacks. The most notable one is that he can shoot flames out of his trunk, as well as blobs of oil. You'll also be fighting Flame Mammoth on a conveyor belt. If he raises his arms and roars, the conveyor belt will change direction. He also jumps around.

If he shoots out a blob of oil and then hits it with his flame attack, it will ignite and cause a huge flame that you'll have no choice but to use the walls to avoid.

If you hit Flame Mammoth with the Boomerang Cutter, his jump attack will be the only thing he can do, as his other attacks will be made useless, including reversing the conveyor belt's direction.


Beating Flame Mammoth gives you the Fire Wave. It's a short-range flamethrower.

PrinceWatercress plays Mega Man X - Part 1 of 8

Well, it was obvious I would cover this game after playing it quite a bit as a kid.

After the events of 20XX, Dr. Light made one more robot before he passed away. This was a robot warrior that had the ability to think for himself and have the same high-level thought processes, emotions and feelings as human. Since this technology had not been done before and had yet to be proven, he stored this robot, Mega Man X (who we'll simply call X at this point), in a diagnostic capsule somewhere. The opening shows Dr. Cain in 21XX, who has managed to unearth Dr. Light's cache of hidden secrets, on his computer. This basically shows the specs of Mega Man X as well as a huge warning file involving the new technology involved in creating him, as he is afraid that X will turn on mankind.

Now, let's take a look at this intro screen. You're telling me that in the years 2105, 2109 and 2114, we'll be computing with hard drives that have several terabytes worth of information? Well, I got news for you, 1992's version of the future. This is 2014, and we've been using 1 and 2 TB hard drives (external, no less!) for the past few years now. Also, data caches that only consist of mere kilobytes?

Really? REALLY? Really?!?

I'm pretty sure I'll be dead by that time, but in and after 2100, I'm pretty sure that we'll have so many exabytes (one exabyte is 1024 terabytes, or 1048576 gigabytes) that we can...oh, I don't know...create our own private miniature Internets?!?

Also, for something that's supposed to take place about 100 years after the time I've written this guide, these are really, really conservative estimates. Web browsers in 2013 use several megabytes worth of data for their data caches, so how could you save everything in mere kilobytes? Now, granted, this game was made shortly before the Internet was unleashed upon the masses...but seriously...kilobytes?

Anyway, you'll see the warning screen which says that X is in a capsule that continuously runs diagnostic tests on him. Long story short, Dr. Cain frees X, and the technology used to make him is recreated with help from X to create replicate androids, or "Reploids," which have the same freedom of thought X has, and the world flourishes. Then, the Reploids go rogue and go on a terror spree up to the point that Sigma, one of Dr. Cain's greatest creations under the Reploid technology, does the same. At this point, Sigma becomes the leader of these rogues, which go by the name of "the Mavericks." (In Japan, they're known as the "Irregulars.") He feels that humans have inhibited the growth of Reploids, and has now declared all-out war on humanity to drive them into extinction.

The Maverick Hunters were created to capture and disable "Mavericks," rogue Reploids who go haywire and partake in any sort of criminal activity. They also have a role in damage control in any incidents involving Mavericks. However, the Hunters' numbers have been decimated somehow. X, feeling guilt in helping create such a dangerous type of robots, goes out on his own to take the Reploids on himself.

[title][center]Highway[/center][/title]

Unlike past Mega Man games, the first game in the X had a few things that hadn't been shown in the series before. Besides a mature storyline that would blossom in future entries, it also introduced the intro stage, which you had to go through before you could tackle the meat of the story.

The spiked wheels fall after a few shots, but can be completely destroyed with a charged shot. In this game, instead of a Mega Buster, you have the X-Buster, which is basically the same weapon except much more advanced and able to charge up other weapons, as you'll see later in the game.

The blue robots that stand there and shake have two attacks: missiles that can't be repelled by any weapons as well as electric shocks that travel across the ground. Both attacks can be jumped over.

The purple flying enemies will crush the highway with their spiked bottoms. If you destroy the extendable spiked bottoms, the explosion will travel up to the robots themselves and get rid of them, which is pretty advanced for something we've seen this far in the history of the entire series.

The pick-ups are back, as always. The white and gold ones are health, while the blue and gold ones are weapons energy.

You'll soon take on a giant mechanical hornet which has a machine gun in front of it. Hit it with a combination of normal and charged shots. It also sends out white spherical robots with legs that can only be hit in the face. When you destroy the hornet, it falls and sends the bridge careening down with it. To get back up and continue, jump towards the wall and keep holding forward on the Control Pad. As you do, keep holding forwards and jump repeatedly. This is Mega Man's wall jump, and you'll be using it not only throughout this game, but throughout the entire X series as well.

You can also keep holding forwards on the wall without jumping to gently slide down the wall.

It should be noted that as you go through the highway, the ground gets light, then dark, then light again as you go forward.

The gold hornet-like robots shoot bombs onto the ground. They're easy to destroy for the most part, but around the time that you start seeing them, you'll also see parts of the ground that will crumble and fall when you stand on them.

The pink and purple robots with the helicopter blades on their head will follow you around and dog you unless you get rid of them immediately. Charged shots work best on them.

The robots in the cars will fire lasers at you. When you do enough damage to the cars, they'll be damaged and the driver will be destroyed, but the cars will keep going. You can actually take a ride on these cars at this point, believe it or not. You can also keep destroying the cars to the point that they no longer move around at all. You can let them sit there and explode or you can just hasten the inevitable and get rid of them immediately.

When you reach the end, a giant jet plane will be on the top of the screen and send a bunch of car-driving robots at you. You've already tackled them before the end of the stage, so they're nothing you can't handle at this point.

After you take out four of these cars, you'll see some guy dressed up very much like a purple Boba Fett in a giant, rideable armored robot body with two hands and two legs. This guy is Vile. Not surprisingly, he's known as Vava (stylized as "VAVA") in Japan due to the fact that he looks very similar to Boba Fett. There's nothing you can do against this guy, he will pound you into scrap metal and your X-Buster will have no effect on him. When you're low on health (which also puts X in an animation where he breathes heavily and the red crystal on his helmet flashes if he's standing still), he starts shooting out yellow energy projectiles that gently fall towards both you and the ground. Have one of them hit you. You're not supposed to win this battle, but you're not supposed to die, either. Instead of dying here, you'll be caught in a energy field that leaves you immobile. Vile grabs you, and before he can destroy you, a giant arm cannon blast knocks the arm off of Vile's robot. The blast comes from a red robot with what seems like long, blonde hair and even more outlandish-looking armor. Vile flees on the returning jet, which takes off before this guy can do some real damage to him.

Apparently, he already knows who X is. (This is also the only time in the game where X has a speaking part.) He tells you to become more powerful if you have any chance of being able to turn the tide in the war against the Mavericks. He plans to scout ahead for more information on Sigma's fortress, and will meet X there when he makes it. Zero then leaves, and X leaves the area as well.

After beating an area, you'll get a 12-digit password, with all the digits being anywhere from one to nine. For the first time, the passwords got more complex, as the X games had more secrets than the classic saga did on the NES.

The stage select screen is more complex-looking as well. You'll be able to tell where in the city you'll fight a Maverick (which is basically the Robot Masters of this saga) with a map, and you can look up the specifications of all the Mavericks here, as well.. Apparently, you're going throughout a city as opposed to the entire world.

[title][center]Chill Penguin[/center][/title]

Instead of "insert-item-here Man" for boss names, you have "adjective noun." Usually the name involves an ability name as well as an animal name coming after it.

The flying gold robots are back, but you also have snow rabbits with laser-shooting ears, woodcutter robots that send parts of a metal tree stump at you with their axes and bats that hang on the ceiling and fly at you. The woodcutters can be taken out with a fully charged shot, as can the robo-rabbits. The tree stumps regenerate, but they can blasted endlessly if you're bored enough to do it.

You'll eventually go through a cave, taking on those bats as well as the rolling wheel robots, then you'll come across a capsule. When you approach it, you'll see a hologram of Dr. Light. I'm guessing he knew this time would come, and has placed capsules in certain areas for X to find to enhance his abilities. This one will give X the ability to dash, either by double-tapping Left or Right on the control pad or by pressing A.

The capsule abilities also change X's appearance. With the Dash ability, X will have white panels on his upper legs.

The ostrich robots have buzzsaws on their heads. They have some weird smile on their face before they rotate their upper body, flinging the buzzsaw forwards.

You'll soon come across a sea green robot, similar to what Vile was riding. Jump into it, and you'll be able to dash, jump and punch the crap out of anything until you either get off or the robot is destroyed. These robots will prove very useful against the guys in the Robot Suits, who take a lot of abuse unless you have a robot of your own. They also can destroy the silos that produces the flying dragonfly robots that try to drop small bombs on you.

At one point, you won't be able to go any further with the robot, so you'll have to continue on foot. After scaling a wall, you'll either have a choice of continuing to the right, or going up to the cave ceiling to the left and seeing what's up there. Go right. There is something to the left, but you won't be able

You'll be dealing with snowballs that get bigger as they roll down the hill as well as robots that throw snowballs at you.

The doors that lead to the boss are more advanced...and judging by the loud noise they make when they slam, a lot more menacing, too.

Chill Penguin has a freeze breath that creates two ice penguins that can be used as temporary shields, which break after a few hits from the X-Buster. He also spits balls of solid ice at you, too. He also has a slide attack that has him slide around the room for a few seconds, as well as a high-flying stomp attack that's easy to move under. His nastiest tactic, however, is a hook in the center of the ceiling that blows you to the left and leaves you unable to move. When that happens, charge up the X-Buster and hit him when he's at ground level.

If you have the Fire Wave from Flame Mammoth's stage, you can do some major damage from close range. The weapon also sets him on fire, which leads to another first in the Mega Man universe - bosses reacting to certain weapons. Unless he's about to do the slide attack (which makes him invulnerable), all the Fire Wave has to do is touch him to set him ablaze, allowing you to almost corner him.


Beating Chill Penguin rewards you with the Shotgun Ice.

Friday, September 19, 2014

The Music of TMNT 2: The Arcade Game...and more!


Also, codes.

Stage Select

On the title screen press down on the control pad 5 times, then press right on the control pad 7 times, then B, A, Start.

10 Lives

On the Title Screen, press Up, Right, Right, Down, Down, Down, Left, Left, Left, Left, B, A, Start.

10 Lives and Stage Select

At the Title Screen press B, A, B, A, Up, Down, B, A, Left, Right, B, A, Start.

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 8 of 8

Here it is: the final battle!

Shredder


Shredder has two forms. In the first one, he splits into two. For the love of God and all that is holy, avoid the triple lightning blast that one of the Shredders shoots out. Getting hit by it turns you back into an ordinary, non-mutant turtle and costs you a life no matter how much health you have.

Both of them swing their swords at you, and it definitely hurts after a while. You'd better have a lot of lives when you come up against him!

One of them loses his mask when you hit him enough times. The one that loses the mask, believe it or not, is the fake Shredder! Nice way to lull the player into a false sense of security, game.

There is hope, though. When the fake one loses his helmet, he won't be able to use that lightning blast attack. Just leave him alone.

The fake one steps back for a bit before coming at you again, so use this time to go after the real Shredder with that jump kick technique. If you can corner him on one side of the screen and time it right, you can keep putting him in a loop that he'll barely be able to get out of for a little while.

When the real Shredder loses his helmet, you'll be dealing with just one Shredder. Just a little bit more damage and he's finally history! You did it!


Thursday, September 18, 2014

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 7 of 8

WHAT ARE YOU DOING DAVE

YOU HAD ZERO LIVES THE LAST TIME WE STOPPED THIS

Scene 7

We gotta find the Technodrome!!
(continued)


When you make it to the bottom, you'll meet up with some more Foot Clan soldiers as well as some more Roadkill Rodneys, and you'll also get another pizza.

Stay away from the door when you reach the end! It'll plaster you when it comes right off its hinges, as General Tragg appears from the other side to knock the door into you in an attempt to get a cheap shot off.

You want to fight General Tragg the same way you fought Lieutenant Granitor. Sometimes, when he stands still, he'll load his gun, which he fires punch-packing missiles out of. This is a good chance to score a free hit on the guy.

Stay away from the lasers guarding the door as you fight him, too. Those things hurt.

Once you beat Granitor, you'll take on Krang in his robot body. Criss-cross him with jump kicks, jump again as soon as you hit the ground, and watch out for those lasers. He also has a kick attack as well as a rocket punch that he'll only use if you're far away from him, but if you're using the jump kick strategy, they'll be the least of your worries.

When you beat Krang, you'll take on Shredder. He has two forms. In the first one, he splits into two. For the love of God and all that is holy, avoid the triple lightning blast that one of the Shredders shoots out. Getting hit by it turns you back into an ordinary, non-mutant turtle and costs you a life no matter how much health you have.

Both of them swing their swords at you, and it definitely hurts after a while. You'd better have a lot of lives when you come up against him!


One of them loses his mask when you hit him enough times. The one that loses the mask, believe it or not, is the fake Shredder! Nice way to lull the player into a false sense of security, game.

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 6 of 8

In this episode, we fight a robot Shogun and enter the Technodrome in an attempt to find something that we've already entered the inside of! Joy!

Scene 6

Let's defeat the enemy's ninja magic!!
(continued)


After a while, tigers start coming out of the artwork in the rice-paper walls. Corner them, then let them jump away from you and come at you from the other side. Line up with it and keep hitting it, then corner it again so it jumps away from you. Repeat. Whatever you do, do not let them pounce you. You can hit them out of that pounce if you time your attack right.

After the two tigers come the scorpions. These things can be trapped in the corner more or less like the Roadkill Rodneys or the snowman robots. The only attack they have is the laser they fire out of their tails, but that's pretty much the only threat they pose to you.

The boss here is some sort of Shogun with a zanbatou. His head spins around and flies into you, and its body can still home in on you and attack. Whack the guy, then move away so the head doesn't hit you. After a while, the head will rest on the body again for a little while before the head-spinning starts anew.

When you beat the Shogun, you'll find out it was a robot after all. Typical. You'll then head to the Technodrome.

Scene 7

We gotta find the Technodrome!!


But we just found it...and we just entered it...

Oh, lord. You have pipes that freeze you into a big block of ice which pop up right out of the floor as well as more lasers. Beautiful. Just beautiful.


When you make it to the end, you'll be on an elevator. Have fun avoiding all of the giant balls, which return with a vengeance after failing to run you over and kill you in Scene 1.

Wednesday, September 17, 2014

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 5 of 8

Holy crap, I'm actually enjoying covering this game. I think it's because I haven't played it all that much even though I actually love it. That, or it's much easier to make jokes while covering it. Haven't done that in a while.

Also, we reach 573 points in this entry. Yeah, I have to mention 573. It's a Konami game.

Scene 5

C'mon let's bust this joint!!
(continued)


The four-legged robots shoot sonic waves at you. Stay away from those beams and attack them with jump kicks. They'll definitely be your friend against these things.

When you make it close to the end, you'll see a Module drill out of the ground, and you'll be dealing with a bunch of flying robots that shoot lasers at you. You'll have to use jump kicks against these things as well, since you won't be able to hit them from the ground.

The laser turrets' fire can be easily be avoided by jumping over it, but you can easily get rid of both of them just by standing between them and swinging away. After a while, they'll turn red and yellow and stop moving altogether - proof that you've destroyed them.

At the end, you'll find Splinter. You'll also have to fight Lieutenant Granitor. Yep, he's back. The best way to deal with him is to criss-cross him with jump kicks, stepping back a little bit each time. You not only have his punch to deal with, but he also has a flamethrower attack...and boy, does it have range. You won't be able to know when he shoots it, so stay on the move.

When you beat him, you'll free Splinter! Yay!

Scene 6

Let's defeat the enemy's ninja magic!!


Hey, a dojo!

After fighting that salvo of Foot Clan soldiers at the beginning, you'll be dealing with actual ninja robots. These guys are much more competent than the Foot Clan soldiers, as they can jump in the air and are actually adept at fighting in mid-air. Your best bet is to hit them when they're on the ground, and stay out of the air unless you want to get popped with a shuriken.

The candle can be used as a weapon. You pretty much launch it at somebody like a street sign by attacking it. Fun.


The bamboo spike traps are nuts. They don't trigger until you're right up on them, so you won't be able to see them coming until it's too late.

The theme you want?

THE THEME YOU GET

Tuesday, September 16, 2014

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 4 of 8

In this episode, we find out there's a secret factory even though the game tells us nothing about it. wut

Scene 4

Let's get to that secret factory!!


Wait, there's a secret factory?

Anyway, the soldiers with sledgehammers make a return appearance here, and you still get to see some new ones. The first of the new arrivals are the Foot Clan soldiers with spears. Instead of stabbing you with them, they toss them at you, which makes them a real pain in the ass.

Every once in a while, you'll see Foot Clan soldiers riding a hot rod. Stay out of the car's away unless you want to get run over.

Roadkill Rodney makes another appearance here. Just like before, trap him in a corner and wail away at him.

There are now bomb-throwing Foot Clan soldiers. They carry an airplane bomb over their heads and throw it at you. Too bad they have only one in their possession. From there, just treat them like normal soldiers after they miss.

You'll have to time your jump kicks correctly to take down the soldiers on motorcycles. Pop a wheelie! Immediately after that first salvo, you'll have to be on your guard for another hot rod, this time with a motorcycle cordon.

Once you make it to the purple tires at the end and take out all the Foot Clan soldiers there, you'll be taking on Foot Clan soldiers in miniature helicopters while riding across the freeway on a rocket-powered skateboard. You'll want to stay behind them and getting back behind them after jump kicking one, so you don't get hit by either the aircraft fire or the bombs. The explosions from the bombs can also hurt.

You'll also be dealing with both machine gun and boomerang soldiers on rocket-powered skateboards of their own. Criss-cross them with jump kicks, and watch out for the projectiles.

When you make it to the end, you'll be sent over the side barrier. Where are we going now, I wonder?

Scene 5

C'mon let's bust this joint!!


Well, the Turtlemobile is a total wreck. Even worse, the Mousers got Splinter. Stupid Mousers...

Speaking of the Mousers, they make a return appearance at the beginning. Corner 'em.


You'll have a choice to either take the low road and risk getting beaned by lasers or take the high road and stand on higher ground where it's easier to take out the machine gun soldiers. Take the high road.

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 3 of 8

This video starts with snowmen. Every video should start with a snowman. But these are not good snowmen in any sense of the word.

Scene 3

Let's melt snow and rebuild N.Y. City.
(continued)


The little hills on the ground are manholes, so don't step on theme unless you want to lose some health and waste valuable seconds.

The snowmen are meaner than you would think...they shoot homing missiles at you! Strike them from the ground when they're coming straight at you. After a few hits, the snowmen will lose their little disguise, because they're really robots that jump around and fire homing missiles and whatnot. If you can pin these guys on either side of the screen, you can keep striking them until they're dead. They won't have a chance.

If the missiles scroll off the screen, they won't come back. Use this to your advantage.

The light blue soldiers throw snowballs at you. These snowballs have some speed to them, so be ready to spam some jump kicks on them.

Close to the end, you'll see huge boulders of ice raining from the sky. You'll soon find out who's throwing them: a polar-bear man with a leather jacket, leather boots and blue jeans. Hot damn, now I'm wishing this guy was in the series. See that ball that's floating around near the Module he pops out of? That's what's responsible for the unexplained early winter in New York City!

Criss-cross this guy with jump kicks, backing away from him after each one so you won't get hit when he tries to punch you. He'll back up every once in a while to throw an ice boulder at you. (I told you he was throwing them!) Back away and move around accordingly, then continue the assault.

When you beat this guy, your Turtle will immediately destroy that floating sphere! Spring is back in town!

From here, you'll be back in the main storyline, moving around in a parking garage where everyone either drives a late 1970's that looks like a 1970s-era Chevrolet Caprice or a 1980's era luxury car. Or an armored car, because those things definitely exist in New York City. (I know, I know. I haven't made a joke involving cars in video games in a long time. Sue me.) You'll be taking on some red soldiers, but they don't have guns like they did in Scene 1 this time around.

Signs, barrels that explode and traffic cones will make for added ammunition as you make your way past some of the biggest cars I have ever seen in a video game. At least the perspective on them looks correct, as I can easily picture the Turtles walking into one of the cars and driving away with it.

The first blue car you see will try to run you over when you get close enough to the front of it. Three red soldiers with guns will then pop out. Finally! They have guns again! Shortly after this, the first brown car you see will try to do the same. After this, you'll finally see Foot Clan soldiers popping out of armored cars. I was expecting this, game. Why did you take so long?

There's a pizza at the end, but you might want to save it for when you're low on health, because the boss is here! This time, Baxter Stockman is a fly, and he comes at you with a vengeance! Your main thing to do here is to avoid the projectiles he fires at you from the sky and immediately counter them with a jump kick. Back off in a diagonal direction, so it's easier to see where the next projectiles are coming from.

If you can corner him and time your jumps exactly right, though, you can put him in an infinte loop where his projectiles always miss and you can destroy him without any impunity. This does take practice, though, but it's definitely worth it!


When you beat Baxter Stockman a second time, you'll rescue April and head off in the Turtlemobile! Yes!

Monday, September 15, 2014

DaveTheUsher plays Teenage Mutant Ninja Turtles II: The Arcade Game - Part 2 of 8


Did you enjoy that last episode? I did! Now we start getting into the meat of this game!

Scene 2

C'mon, after that Shredder creep!!
(continued)


Anybody remember the girl on the skateboard from this level? Anyone? Well, if you attack her, she screams and ducks down, which is pretty hilarious.

The yellow Foot Clan soldiers throw boomerangs. Obviously, they can come back, but these things have some range before they do that!

When you see the two large black signs with the Pizza Hut logo, stay away from underneath them. They'll fall down, exposing some yellow soldiers. They also kinda hurt if they land on you, too, but that's to be expected.

The boss here is Bebop. (Who else would you expect?) You have to fight him the same way as you did Rocksteady, as he fights more or less the same way. Be sure not to accidentally fall into the manhole here, or else you'll lose some health on the way back up. Once you beat him, you'll leap into the sewers and continue the rest of the stage, which takes place in the sewers and has some awesome music.

Here, you'll be seeing Foot Clan soldiers jumping out of the water (which you can walk in, by the way, but be careful of those missiles), and some of them will be donning sledgehammers! Those sledgehammers knock you back quite a bit, so if you can get a jump on these guys, good for you.

After a while, you'll meet up with some Mousers. You have to get really close to these guys to hit them, but be careful - these guys can bite you.

You'll be able to earn an extra life every 200 points.

The crushing wall of steel girders can hurt you, but not the Foot Clan soldiers, which is bullcrap because booby traps hurt enemies in other beat-'em-ups. If you go into the water to go around it, you will be dealing with missiles, so be careful.

The boss here is Baxter Stockman in a flying machine. All he does is fly around; the real enemy here is all those Mousers he drops at you. Just keep whacking away at Stockman with jump kicks and you'll bring him down in no time.

Scene 3

Let's melt snow and rebuild N.Y. City.


Whatever you say, Konami.

Anyway, this level was not in the original arcade version, believe it or not. The boss was also made exclusively for this level.


Get away from the spiked bulldozers whenever you see them. They hurt.