Friday, October 31, 2014

DeceasedCrab plays Kabuki Quantum Fighter - Part 3 of 6

Finally, after the use of one continue, DeceasedCrab somehow makes it past Round 3. About time.

Round 3
(continued)


The boss here is some alien with tentacles that flies around and spits at you. The spit globules split into three and go in different directions before it all disappears completely. Duck under it or jump over it when it turns red, as that means that it's going to fly around. When it returns to one corner of the room and becomes green, it'll start attacking. Shoot at it with your weapons, and if you run out of chip energy, hit it with your hair.

Beating this round gives you the Quantum Bombs.

Round 4



Sheesh, the enemies get weirder and weirder as time goes on. You'll be taking on hands that pop out of the floor to throw boomerangs, guys that jump back and forth who shoot and kick at you, and villi-like things squirming out of the ground that act as spikes. Some of the hand-hold jumps will have some low ceilings, so you'll have to tap the button accordingly so you don't jump at too high an angle.

DeceasedCrab plays Kabuki Quantum Fighter - Part 2 of 6

Not surprisingly, this game gets really difficult really early.

Round 2


The first section of this level contains more hand-holds as well as water that moves you around a la Ninja Gaiden, skulls that laugh at you in the background, and more buzzsaws! The second section has you jumping down a vertical passage. Avoid the spikes, and if you're lucky on the jump near the end, you can get the 1-up!

The boss here is similar to the Round 1 boss. Switch to the energy gun and blast him from far away. He'll flip around a whole lot, and even send a blue energy orb from where you are. It disappears after a little while, but it can be annoying. Sometimes, he'll split into two, and you'll have to figure out which one is the real one (the real one fires at you, while the fake clone disappears).

You can pause the game during a boss fight and convert Life Energy to Chip Energy, and vice versa. This is only during boss battles, though.

Beating this round gives you the Fusion Gun...but now you'll have to save Colonel O'Connor's life!

Round 3



This round is a long climb to the top. You'll be dealing with tiny conveyor belt platforms, ice block platforms, spark shooters in the walls, flamethrowers, lava and gear platforms that will threaten to cut your head open! This is where the game starts to become amazingly hard, and having only three lives and two continues makes it rough!

Thursday, October 30, 2014

DeceasedCrab plays Kabuki Quantum Fighter - Part 1 of 6

In the year 2056, you can become a kabuki dancer, get into a computer, and destroy everything with your hair. Seriously, you can!

...and so begins a look at another Nick Arcade classic!

Round 1


Well, here we go. You'll be turned into a kabuki actor with red hair. You'll be running around computer circuits, destroying enemies with your hair (and punching whenever you're crouching down).

Hearts increase your life, while the blue gems increase your Chip total. You'll need Chip energy to use the energy gun. You can use the Select button to switch between your hair and the gun.

The most annoying enemy here is the red dog-like creature. It will stay close to you and try to jump on you whenever possible.

When you complete a round, you'll be able to get some extra health and chip energy, and also get bonus points.

To beat the boss here, get away so that you can hit the guy with the energy gun when he tries to swipe at you. Stay away from him when he stops flipping around, and wait for him to execute that ground wave attack of his before shooting at him again.


After beating this round, your energy gun's power will increase.

The Music - And Ending - Of Captain Commando


Here you go.

Wednesday, October 29, 2014

WhitemageSerenia and ViktorHark play Captain Commando - Part 4 of 4

Sorry, but even though it looks that way, you aren't getting a boss rush. Why? I don't know. Either way, we end this now.

Stage 8: Enemy's Spaceship


After fighting a bunch of Marbins, you'll finally take on some fat guy in a green suit, which turns into a clone of yourself (or yourselves, if you're on two-player mode). The clone basically has the same moves that you do. They seem to like doing air attacks and dashing attacks a lot.

Stage 9: Callisto


Good lord, this level is pretty weird. After taking an elevator, you end up in a ballroom full of rich people and fight Dolg again. The same strategies from when you fought him in Stage 1 still apply.

After you beat him, the picture in the wall opens up, revealing the control room. This is Scumocide, and he's the final boss. He's really cheap. He throws ice ball upon ice ball a la Akuma, trying to freeze you into a block of solid ice (which he'll do endlessly, causing you to be trapped again as soon as you break out). He also can throw fireballs the same way, and cause a bunch of explosions to happen around him, damaging you and your partner in the process. Your best bet is to grab him and - in case of a two-player game - double team the guy to death.

Once you've beaten him, you've done it! Enjoy the ending.


WhitemageSerenia and ViktorHark play Captain Commando - Part 3 of 4

The stages are still the same length, but they're not getting any easier!

Stage 7: Underground Base


You're going to be dealing with barrels here. Lots...and lots...of barrels. Eddy is just a palette swap of Wooky with slightly more health.

The second section takes place in front of a conveyor belt. Take care of (or avoid) the barrels and take out all the enemies. The boss will drop down a secret elevator, but you'll be right on his tail, fighting him off on top of a spaceship.

Boots looks a lot like Alex from Street Fighter III, which is weird since both games were originally released in arcades eight years apart.

Stage 8: Enemy's Spaceship



You'll be seeing whole lines of Carols trying to shock you if you're too close to the side of the screen. They can be a pain in the butt if you've lost too many lives and/or continues at this point in the game.

Tuesday, October 28, 2014

Arcade Version Longplay by ScHIAuChi

Meanwhile, spoilers.

WhitemageSerenia and ViktorHark play Captain Commando - Part 2 of 4

We cover a good, meaty portion of the game with this entry! Amazing how the stages are really short...

Stage 3: Ninja House
(continued)


At the end of the stage, you'll be surrounded by shoguns and taken to a dojo where you fight Yamato, who is (believe it or not) a yamato. Stay away from him when he leaps around, as he can hit you as soon as he hits the ground. Other than that, he's pretty easy.

Stage 4: Circus


When you reach the entrance, you'll be able to get a rocket launcher. Like the shuriken, it has limited shots, but unlike the shuriken it looks like it hurts.

After taking out a whole army of Wookys, you'll take on the Monster. This guy's smack attack has some range to it, so dash towards him if you want to get in close.

When you beat the Monster, his builder and master escapes.

Stage 5: Seaport


This is more or less a bonus stage. Beat up ninjas and destroy billboards as you chase after that mad professor. The more ninjas you destroy, the more points you get.

Once you're in the sewers, you'll have 40 seconds to destroy the boss. Stay at the right side of the screen so that you can get him as quickly as possible.

Stage 6: Aquarium


New enemy here: Z. Z is basically some sort of alien that thrashes at you.

Break the box at the beginning of the second section to find a pistol. This also has limited shots, but it does a good amount of damage.


Midway through the second section, you'll finally face Shtrom. He fights the exact same way, but you have less room to maneuver. When you beat Shtrom, you'll face another palette swap of the guy, Druk. Once you beat these two guys, the stage is over.

Monday, October 27, 2014

WhitemageSerenia and ViktorHark play Captain Commando - Part 1 of 4

CAPTAIN FIYAH

Stage 1: City


This stage is pretty short. Then again, all of them are. Here, you'll get to fight off a few enemies just to see what the controls are like.

The meat refills your health, the bust gives you points, and the sword is a weapon. It's the only weapon you'll get in this stage, though.

The boss is Dolg. He's a bit of a pushover, but he can charge at you and smack you with a shoulder tackle. Thankfully, he's pretty easy to attack spam as well as grab.

Stage 2: Museum


This stage debuts the chicks with the electric forks. They'll put them together and create an electric shock near themselves when left alone long enough, and it'll definitely knock you down. They can also shock the floor, zapping whoever is in front of them.

When you go further down into the museum, you'll meet up with shirtless strongmen as well as fat guys that...you guessed it...breathe fire. The fat guys can be pretty cheap unless you move around a little bit.

The boss here is Shtrom Jr. He has a harpoon gun, similar to the crossbow that Belgar has in Final Fight. He can leap from one side of the screen to the other with the greatest of ease, and his jumping kick has some range. He fights almost like Belgar, except he doesn't run around in some sort of miniature chariot at the beginning and he actually seems more competent.

Stage 3: Ninja House


New enemy here: cavewomen. They throw bombs. How does this make sense.

After that first wave of enemies, you'll be dealing with other ninjas who toss shurikens that are as big as their heads as well as shoguns with katanas.


The shuriken can only be used a few times before it is no longer in your possession.

TAS Back to the Future NES in 18:38 by Glitchman

Thanks to the ability to move across the screen like lightning (which may not be reproducible in real time), this guy grabs all the clocks and nothing fades from the photo. Also, all the boss levels are made to look dead easy and the bees fail to become a nuisance. It's from 2009, but if you grew up with the game and could never beat it, this should probably put a smile on your face.

Sunday, October 26, 2014

Saxcat20 plays Back To The Future featuring aherr21 - Part 4 of 4

Oh, no. THAT segment.

Rounds 13-16


Not much new here. At this point, it's just more of the same from Rounds 9 through 12.

Get Ready, Marty!
This is your one and only change to get back to the future...


Oh, boy. You have to be at 88 mph when you pass by the power lines with the electricity running through them, or else you won't make it. The game will end and you'll be sent back to the title screen...and the beginning of the entire game! Talk about unforgiving!

The best thing to do is slow back down to 30-ish mph and wait for all the lightning bolts to strike the ground (which is weird because in the movie, the lightning bolts actually gave the DeLorean the means to do this). This way you can more easily anticipate where the lightning is going to go.

If you actually pull it off, you'll get your one screen ending. Enjoy.


Saxcat20 plays Back To The Future featuring aherr21 - Part 3 of 4

I hate the regular levels. Seriously, the music never changes and not much new stuff happens whenever you reach a new set of regular levels with a brand new color palette.

Also, we see the Enchantment Under The Sea dance, which is basically the high point of the first (and one of a few in the second) movie.

Rounds 9-12


The cracks in the road kill you automatically if you walk into them, so watch out.

Also, if you go up to the top at the end (which is signified by an intersection) and jump, you'll get points depending on how high off the ground you are.

Enchantment Under The Sea
Go Marty Go!



Get the notes to hit the guitar so you can collect them and raise the temperature on the thermometer to the right. Sharps are always on top, eighth notes are in the middle, and flats are at the bottom. Keep that in mind when the speed increases.

Saturday, October 25, 2014

The Angry Video Game Nerd plays Back to the Future

Here you go.

Saxcat20 plays Back To The Future featuring aherr21 - Part 2 of 4

Saxcat has seen hell, and it is the series of levels after the soda mug throwing game.

Rounds 5-8


You're going to have to play a whole lot better from Round 5 onward if you want to make it to the end of the stage. If you don't fade out of the photo (and existence), the timer will do a fine job of killing you before then.

Hill Valley High
Break Lorraine's Heart



You'll have to catch all of Lorraine's hearts with the book so she doesn't fall for Marty (or in this case, Calvin Klein, as he went by that name to protect his own identity). If you miss just one, it's back to the beginning of the beginning.

Friday, October 24, 2014

Saxcat20 plays Back To The Future featuring aherr21 - Part 1 of 4

Guess what? I show off a bad game of Brobdignagian proportions.

Well, there's not much to the beginning.

Levels 1-4


Not much here. You're already in 1955, so be prepared to head to...wherever it is you're going.

Collect clocks to keep yourself from fading out of existance, find bowling balls to throw at people, get the skateboard to give yourself a well-needed speed bosts (watch out!) and try not to run into anything. By anything, I'm talking about hula-hoop girls that throw stuff at you, bees, park benches, walls, guys carrying window panes, bullies and anything or anybody that gets in your path.

Getting through the stages before you either fade out of existance or run out of time on the timer in the lower-right is well advised. Yes. The game has two timers. They will both drive you nuts.

If you get 100 clocks, the entire picture gets restored. This is very helpful if you're about to die.

The third level introduces the blue bullies. They move around in a small rectangular path and throw blue balls at you like the hula-hoop girls.

Lou's Cafe
Bullies To Go!


Here's the uninterrupted video for it, by the way.

You'll be standing behind the counter in this stage, throwing sodas at bullies. You'll have to take out fifty of Biff Tannen's little friends before you can move on.

Might as well post SOMETHING from Yuzo Koshiro.






Thursday, October 23, 2014

PrinceWatercress plays Streets of Rage - Part 4 of 4

Well, it's time to get this over with.

If you've always wanted to jump people on an elevator, the next level is your big chance!

Round 7


Ah, the elevator level. My favorite.

The music is good, and the laughable deaths are plentiful. Jumping off the top of the wall at the right side of the elevator and kicking anyone nearby, throwing people off the elevator, suplexing people through the elevator so they fall through the floor (yes, you can do that)...yeah, this level's pretty good.

The elevator makes five stops before you make your way into the enemy stronghold. The enemies get tougher and more plentiful as you make your way up - kind of like a boss rush for normal enemies, if you will.

If you make it to the last stop with your special still available, use it. It'll push the inevitable ahead, plus it looks really cool to see the whole level again when you use it.

If you finish the level with a weapon in your hand, the game won't let you carry it over into the next one. You've probably learned that in Round 6 if you've played the game before, but it's easier to find this out here. Just saying.

And in case it isn't obvious yet, there's also no boss here. Relax...go nuts!

Round 8


Well...here we are.

The first noticeable difference here is that you move the left the entire time. The second one is that you won't be able to use your special for the rest of the game.

For some strange reason, BirthofaNova triggers a glitch when the green Galsia gets thrown and lands where the apple and pipe are. I wonder how he did it...?

Once again, the enemies get stronger and take more hits as the battle wears on. You'll also fight the bosses again, in order of appearance throughout the game. Yes, that's right...a boss rush.

By the way, I like the palette swaps for the bosses here. Just saying.

The items are in dining carts for the last stage. The ones that are just standing there have them; the ones that roll your way don't. If you can't sidestep away from the latter in time, hit it with a jump kick.

New enemies that only show up here come out to play when you beat Abadede again. The martial artists in black take more damage than the orange ones. When they fight in groups, they're pretty annoying. Fight them like you would the orange ones. The other ones are light green variations of the dominatrix and the juggler. They show up just before you fight the evil Blaze Fielding twins again, and if you're playing on Easy, neither of them will show up. The green juggler fights like the red ones. Also, these two enemies follow the same color scheme as the almost-as-scarce green Signals.

I forgot to mention how nicely the night transitions to day through the windows in this level. It's a very nice touch.

The final boss here is Mr. X. If you accept his offer in 1-Player Mode or if both of you accept it in 2-Player Mode, you'll be sent back to Round 6. If one of you accepts and the other rejects in 2-Player Mode, you'll both have to fight each other. If the one that accepts wins, he'll become the new syndicate leader and you'll get the bad ending. If you reject his offer in 1-Player Mode, or if both of you reject it in 2-Player Mode, he'll send some red Galsias after you. Fight them off, and you'll fight the man himself.

He'll hit you with the butt of his gun, similar to Abadede's clothesline, except he stops a little more quickly. He'll also try to shoot you down, too. Jump kicks work best against his charge attacks. When he's shooting, throw the red Galsias at him, and keep your distance. He'll look at you, the player, before he shoots, which gives him away every time.

Just like Abadede's clothesline, you can sidestep it and do grab damage on Mr. X if you're quick enough, which is actually pretty nice. Throwing the red Galsias at him does more damage to him than anything else, though, so keep that in mind.

When you beat Mr. X, you'll send him flying, with machine gun clips flying around before he gets back up only to fall over like he's suffering from a heart attack.

Enjoy your ending, as well as your new high score!


PrinceWatercress plays Streets of Rage - Part 3 of 4

Hope you got your sea legs with you, because the enemies are coming in droves now. Are you ready?

Round 5


Round 5 takes place on a ship.

It's not long after you begin the stage that enemies come after you in groups. Keeping the numbers of enemies down to a minimum as much as possible is key in this stage - you don't want to be ganged up on by as many as seven opponents at once.

In the event that does happen, throw an enemy into others. You just might get an opportunity to use your regular combo, jump kick or rear attack on three guys at once.

The green Galsias with the knives in their hands will home in on you when you're close by. Hit them with jump kicks to back them up, and keep knocking them down with it. Grabbing one of their knives and stabbing another one of them with it does wonders, too.

The black dominatrix girls have a new tactic - get hit, then fall to their knees. If you turn back or wait too long, she'll immediately strike with the whip when they get back up. Avoid this entirely by using grab attacks.

Port holes in the ground hide items, and they're plentiful at the times they show up. One of them even carries a little replica of a police car that gives you another super attack to destroy everything on-screen with when picked up.

After the first piece of meat (which you'll probably need), martial arts fighters will leap out from behind the bottom of the ship. Fight them off as you go; don't continue right when they pop up.

Abadede pops up again, now wearing green. You'll probably have that pipe you just found in your hands, and timing your swings right will definitely keep him away.

You'll soon find the small police car I was talking about...as well as a new form of the juggler. These guys have black pants and light brown hair, and these guys will jump around and throw items that seemingly appeared from out of nowhere at you. Where do these guys keep their stuff? You could use that extra special right away, our you can use jump kicks (and grabs, if you're cunning enough).

The boss here is a pair of Blaze Fielding recolors. Aside from wearing green, they also perform acrobatics.

The best time to grab them is when they come straight down from a jump kick. You'll definitely get some damage on one of them for sure this way. If you're fortunate enough to bring a weapon such as a pipe or a bat to the boss fight, that works too.

Round 6


Round 6 takes place in a factory. Don't ask what kind of factory, the game doesn't even give you hints as to what kind it is. Conveyor belts and crushers make the terrain here a little rocky, and there are still some new things in here.

Items are stored in crates, and the first one you'll break has some gold bars in it. They give you 5000 points, which is more than what the money bags give you.

You'll also see red Galsias with gray hair. Those take even more damage than the green ones, and they're plentiful in this level, so get ready for a fight.

You'll see one of the crushers pretty soon. When you get close enough to it, the bottom light will flash red, telling it to crush whatever's below it with its big steel plates. They can hurt you, but they can also hurt any nearby enemies on their way down as well. When the plates hit the floor, you're free to walk on by.

After this first crusher, you'll come face to face with the big fire-breather again. He's alone this time, so it'll be easier to get close to him and do grab damage without being interrupted. If you can grab him from up front, hit two knees, vault and vault again. Then, grab him again before he repeats the process. If you can keep the pattern up, you'll be able to beat him without him ever attacking you again.

After two more crushers, you'll see two conveyor belts next to each other going in opposite directions. Sidestepping from one to the other as you move from one enemy to the next will make movement in this area easier.

A little further along, you'll see three crates in quick succession. The first two have an extra special attack and a 1-Up respectively; the third has a pipe in case you've lost both baseball bats and you're still itching to hit a home run with someone's head. Trust me, I know the feeling.

Freddy Krueger makes a return appearance, and this time he brings his own clone. I guess good help is hard to find these days...


Same strategies apply here. Once again, normal enemies won't show up here, so throw one of the bosses into the other for best results.

Wednesday, October 22, 2014

TRF - EZ DO DANCE

Fits more with the sequel, but I've been listening to this a lot as of late, so here you go.

PrinceWatercress plays Streets of Rage - Part 2 of 4

Thankfully the commentary for this episode isn't as embarrassing as that of the first video.

Round 3


Round 3 takes us to the beach, behind a park as well as some billboards. You'll be rained on a couple of times throughout the stage.

There is now a green variant of Galsia in this stage, and they take slightly more damage than their blue counterparts.

Stacks of tires hold useful items in this level, so give them a whack.

After you find the first piece of meat, you'll see a soda can rolling around on the ground. That's pretty nice detail for a Genesis game. You'll also see the martial artists pull a new strategy: grouping up into threes and triple-teaming you. Move up or down to sidestep their attacks, and try to put a hurting on one of them. If one dies, the other two fight like they normally would.

The boss here is Abadede, the professional wrestler who looks a lot like the Ultimate Warrior of WWE fame. He'll line up with you, then try to hit you with a running clothesline and back up before lining up for another one. Throwing enemies into him does a good amount of damage, and if you can sidestep his clothesline and do some grab damage on him, that's great.

Round 4


We're now on a bridge. Of all things...a bridge.

First of all, there are pits throughout the bridge at certain points. Falling into them means instant death not only for you but for the enemies as well. Knock them in if you get the chance; it makes everything easier.

You'll meet a palette swap of the Signals at the beginning. Their suits are purple and their hair is yellow. Yes, they've switched colors. Yes, they take more damage.

Cones, barricades and poles carry power-ups. How you can hide an apple in a narrow pole like that, I'll never know.

You'll also meet black-clad versions of the dominatrix with the whip. They also take as much damage as the green Galsias and the purple Signals.

There are also martial artists in brown and orange that take more damage. These guys attack more frequently, and they also have a long jump kick that the guys in gray don't have. Fight them accordingly, but be on your guard, as their attack movements are fast.

The last regular enemy you'll meet is a green Signal with melon-colored hair, and they take even more damage than the purple ones. They don't pop up too often, but when they do, they're annoying.

The boss here is a bald man as big as he is tall. He'll run at you, breathing fire into your face for impressive damage. He's pretty slow, so lining him up to throw enemies at him works well. He's like a slower version of Abadede, except he runs off-screen.


If you happen to grab him, do not throw him or suplex him. He'll fall on you and cause damage to you solely with his girth.

Tuesday, October 21, 2014

PrinceWatercress plays Streets of Rage - Part 1 of 4

It was only a matter of time until I did my own playthrough of this game.

This playthrough is on Normal, by the way.

Round 1


Round 1 takes place in the downtown area of the city. This part is basically really easy, even on Hardest.

The orange-haired guys in blue are your standard meat-and-potatoes flunky. A full combo takes them out easily. They're usually known by the name "Galsia." (In Streets of Rage 3, they anglicized it to "Garcia.")

The yellow guys with the purple mohawks have two attacks: a slide and a throw. They're usually known as "Signals." (I'm going by Streets of Rage 2 enemy names, so bear with me.) They can be taken out fairly easily as well. In case they or any enemy throws you, hold Up and press C right before you hit the ground, and you'll land on your feet without taking throw damage.

The Asian martial artists move fairly slow, and all they really have are kick attacks and backflips. They're also easy.

The red dominatrices can hit you with their whips and knock you to the floor with one strike if you mosey around. They fall easily, but they don't have to get really close to hurt you, so watch out!

This is a pretty interesting stage. There are telephone booths to smash up and find items in, neon lights for every store, and for some strange reason everyone drives a late-'80s Jeep Grand Cherokee...unless you're a police officer. Hey, the same one shows up in the foreground every five seconds!

The weapons you'll pick up as you go are your standard street fighting affair. Bottles that break upon meeting an enemy's head (nice!), baseballs bats, metal pipes and knives make up your first tools of destruction. If you drop a weapon three times, though, it disappears.

Apples refill part of your health, while meat refills it completely. You'll usually find meat near the end of a stage in case you're needing extra health for the boss battle.

The boss here is some sort of weird guy with denim outerwear, a striped shirt and a crew cut carrying a boomerang. He'll kick at you before you finish your combo, and throw boomerangs in a desperate attempt to hit you in the back of the head. When he throws them, he's most vulnerable, but you can grab him just about anytime you want and whack away at him.

Round 2


Steel barrels carry items both old and new as you fight your way through the worse-off parts of town.

Money gives you 1000 points. When you get 50,000 points, you receive an extra life. You also get one for every 100,000 points you earn after that.

One of the new things you'll find here is a pepper shaker. It's even more of a one-use-only weapon than the knife (at least you an stab people with the knife before you throw it). If it hits any enemies after you throw it, it stuns them for a brief time. Use that time to beat them up scot-free!

The tiny figurines of Adam, Axel and Blaze clumped together are an extra life. If you find one, grab it!

A new enemy appears later in the level: a street juggler. Sometimes they'll juggle torches, sometimes they juggle axes. They both hurt, so don't try to grab them. Instead, fight them with your standard attack or with your jump kick. They'll also stop to throw objects at you during which you'll have more than enough time to hit them, stun them and then grab them.

The boss here is some Freddy Krueger look-alike without the hat. He'll try to scratch you with his claws. Whatever you do, do not use jump kicks; he will instantly try to dodge it and hit you with a blurry, seemingly fast set of claw swipes.

Enemies (mostly Galsias) will show up, giving you ammunition to fight him from afar with. Line him up and take him out!


You can grab him like you did the first boss. It usually involves walking to him from an angle, just to throw him off. One of the normal enemies that pops up has a knife. Hope your aim is true.

The Music of Final Fight for Super Nintendo

Monday, October 20, 2014

newfiebangaa plays Final Fight for Super Nintendo - Part 6 of 6

Finally, we fight Belger. Again.

Round 5: Uptown
(continued)


Oh, tjord. This time around, Belger's wheelchair is now a recliner. This is because, according to Nintendo's logic, we can't fight the disabled!


Knock Belger off the chair (which you can also destroy) and toss him and his henchmen around. That'll do some massive damage! Watch out for that crossbow he shoots at you with, as it can deal some hellacious damage.

Once you beat Belger, you did it! Enjoy the ending!


newfiebangaa plays Final Fight for Super Nintendo - Part 5 of 6

Well, we're a little farther, but we're still not at the end yet.

Round 5: Uptown (continued)


After fighting some more bad guys, you'll take the elevator all the way to the top, where you'll happen upon a rooftop retreat complete with palm trees, a large pool with lawn chairs, umbrellas and even a diving board, and more bad guys.


When you make it to the front door, you'll be fighting off even more bad guys. You'll be dodging chandeliers as well as you make it into the final chamber, where you'll meet Belger!

Sunday, October 19, 2014

newfiebangaa plays Final Fight for Super Nintendo - Part 4 of 6

We're almost there again! Can you feel it?

Round 4: The Bay Area
(continued)


Once you're out of there, the music changes again, and you'll be seeing a zillion motorcycles in the background as well as a lot of red Holly Woods.

Throughout this level, mostly starting with the bathroom stall section, you'll be seeing groups of four enemies, and they're usually one enemy as well as its slightly re-tooled counterpart that attacks exactly following it. You'll be fighting two groups of those guys, and it's pretty easy to group them all up and attack them all at once.

Also, you'll find out the sun is setting and that Metro City has its own version of the Statue of Liberty. Fun.

You'll also fight Abigail, who is basically a white Andore with a different face that makes him look like Hawk from the Legion of Doom/Road Warriors. He can get red and charge right at you, and he is a lot more aggressive with the basic attacks. He even has a grab and toss attack that seems very unremarkable, but takes off more than half of a full bar of health. When you defeat him, you've beaten the stage. Apparently, he's the boss for this stage. Sheesh, that's all the leader of this organization has?

Bonus Stage


Break all the glass panes before the time runs out.

It should be noted that the placement of the glass panes is a bit different here.

Round 5: Uptown


Just like what Prince sang on Dirty Mind, Uptown is where you wanna be. The final boss is in sight!


As you make your way through the Uptown area (which has a completely different background compared to the arcade original), you'll enter a lavish building.

Final Fight Guy

This Blockbuster-exclusive variant is just the same game with Guy replacing Cody, so here's the entire game, with Guy as the playable character. The game was publicly available in Japan.

Meanwhile, spoilers.

Saturday, October 18, 2014

newfiebangaa plays Final Fight for Super Nintendo - Part 3 of 6

We had all we can stands, and we can't stands no more. Game Genie time.

Round 3: The West Side
(continued)


After you finish those guys off, you'll head back to where you were and you'll be able to go through what looks like Chinatown. At the end is the corrupt cop Edi E. He'll attack you with his nightstick and shoot at you with his gun from one side of the screen, but if you throw his henchmen into him, you'll stand a chance.

Believe it or not, you can take the gum Edi E. spits out to fully refill your health. Strange...

Round 4: The Bay Area


Apparently, Capcom decided to keep the Bay Area and remove the Industrial Area along with Guy in the Super Nintendo edition for memory reasons. (At least, that's what I'm guessing.) Of course, that means there's a rental-only edition from Blockbuster where you can play as Guy.  Also, because of the lack of an Industrial Area, Rolento doesn't show up on Super Nintendo until Final Fight 2. Sorry, folks.

As you move to the right, you'll be dealing with a lot of fat guys as well as two Andores. When you reach the wooded park area, pay attention so you don't get hit by all the drumcans rolling around.


When you reach the public bathroom stalls, the music changes and there will be even more enemies to deal with.

newfiebangaa plays Final Fight for Super Nintendo - Part 2 of 6

OH MY CAR

Round 2: The Subway
(continued)


Once you make your way off the subway and onto the train tracks, you'll fight even more enemies. Watch out when the enemies kick the drumcans towards you, as they can damage you.

The boss here is Sodom (who goes by the name Katana on the console versions). Knock the swords out of his hands and whack him with one of them. He'll try to charge you, and there's not really much you can do against it except for a Special or a well-timed punch.

Round 3: The West Side


Oh, boy. We go through the streets and into a club where we take down even more bad guys. Andore Jr. is basically the same as Andore, except with a smaller health bar.


When you're done in the bar, you automatically go to the underground fighting arena. You'll be fighting G. Andore and F. Andore, but F. Andore is now named U. Andore.

Friday, October 17, 2014

newfiebangaa plays Final Fight for Super Nintendo - Part 1 of 6

Yeah, I know. It's the Super Nintendo version. But as awesome as the Sega/Mega CD version was, it didn't end properly like I felt it should have and I had to finish it off with a longplay. Let's do this right with the other well-known version of this, which needed a separate Blockbuster rental-only version called Final Fight Guy to play through the game as Guy.

This was also the first newfiebangaa Let's Play that I ever watched, by the way.

Unlike the other versions, this is one-player only. This is a shame, as the game is notorious for its cheap difficulty, and having so few continues doesn't make it any easier.

Round 1: The Slums


What can I say? You see Thrasher run off with Jessica, then a bunch of steel barrels get broken and people get beat up.

The big fat guys charge at you, while Holly Wood (which should be one word, by the way) has an infinite supply of knives...kinda like the Jacks in Streets of Rage 2. Axl and Slash will block your standing combo and any strikes you throw at them at times, so you're better off getting your hands on them and throwing them around.

Speaking of the enemies, Two.P has the same thing on the back of his jacket like J does now. In the arcade, it was a snake, but here, it's the radioactive symbol. I guess they couldn't be bothered changing the sprite...or it was difficult to do on Super Nintendo due to memory constraints. Who knows?

The boss here is Thrasher (who is named Damnd in the arcade version, and was name-changed for obvious reasons), and to beat him, you'll be slamming enemies into him to do some more damage. When you get him alone, you'll be able to grab the guy and do some real damage yourself. Just watch out when he tries to punch you.

After you do enough damage to him, he'll leap to the subway entrance (where you can't get him) and call out some more enemies to come at you. The real threat here is the red Holly Woods, which throw firebombs at you instead of knives.

Now you know what Billy and Sid look like. Just like Poison and Roxy before them, they flip right over you and they still try to slap you. It's like you can tell they were edited into guys just because Nintendo had something against violence towards women. Billy has green hair (and more health), while Sid has red. Thought I might bring that up in advance.

Round 2: The Subway


This is where you'll first meet Andore. He has a bigger health bar than anyone else, so smack other people into him and do some jump kicks on him as well.


You'll soon enter the subway. You'll more than likely be dealing with at least three or four enemies at one time, so keep yourself from being surrounded by throwing enemies into other enemies. If you can, throw a Slash at everyone else, as they usually like blocking hand-to-hand combat strikes.

The Music of Final Fight CD

Thursday, October 16, 2014

ScHIAuChi's Longplay of Final Fight CD

Not only do you get to hear all the music, sound and cheesy voices this time around, you also get to see the rest of this awesome arcade-perfect port!

Time Attack


What else can I say? Pick a character, and kill off as many bad guys as you can in 99 seconds.

It gets insane with Haggar, by the way.

Round 4: The Industrial Area
(continued)


Thirty-eight minutes later...

I recommend watching the first 38:37 of the longplay, as there's some pretty interesting stuff in there that I don't really want to spoil.

Anyway, there's an elevator behind that door. As you go up, you'll be dealing with a bunch of enemies as well as some guy climbing a ladder who throws grenades at you. As you beat the bad guys, you'll see weapons as well as some barbecue drop down from above. After three waves of enemies, you'll finally fight the guy who was hounding you with those grenades earlier: Rolento.

He can attack you with that staff, but the main thing to watch out for is when he leaves a blue trail when he runs around. He can attack you with this, so if you still have the pipe or the sword lying around, use that to fight him from a distance. He'll also toss those grenades too. When his health gets down to yellow, Rolento starts going crazy, moving around much faster than normal, tossing grenades as he goes. He'll even walk along the top of the background wall and toss grenades at you from there as he rushes to the other side. Well-placed bunches and weapon strikes win the day here, especially the latter. You should really end this thing as soon as possible. When he's defeated, he accidentally blows himself up. Loser.

Bonus Stage


Break all the glass panes before the time runs out.

Round 5: Bay Area


As you move to the right, you'll be dealing with a lot of fat guys as well as two Andores. When you reach the wooded park area, pay attention so you don't get hit by all the drumcans rolling around.

When you reach the public bathroom stalls, the music changes and there will be even more enemies to deal with. Once you're out of there, the music changes again, and you'll be seeing a zillion motorcycles in the background as well as a lot of red Holly Woods.

Throughout this level, mostly starting with the bathroom stall section, you'll be seeing groups of four enemies, and they're usually one enemy as well as its slightly re-sprited counterpart that attacks exactly following it. You'll be fighting two groups of those guys, and it's pretty easy to group them all up and attack them all at once.

Also, you'll find out the sun is setting and that Metro City has its own version of the Statue of Liberty. Fun.

You'll also fight Abigail, who is basically a white Andore with a different face that makes him look like Hawk from the Legion of Doom/Road Warriors. He can get red and charge right at you, and he is a lot more aggressive with the basic attacks. He even has a grab and toss attack that seems very unremarkable, but takes off more than half of a full bar of health. When you defeat him, you've beaten the stage. Apparently, he's the boss for this stage. Sheesh, that's all the leader of this organization has?

Round 6: Uptown


Just like what Prince sang on Dirty Mind, Uptown is where you wanna be. The final boss is in sight!

As you make your way through the Uptown area (which looks more Downtown than Uptown, at least to me), you'll enter a lavish building. After fighting some more bad guys, you'll take the elevator all the way to the top, where you'll happen upon a rooftop retreat complete with palm trees, a large pool with lawn chairs, umbrellas and even a diving board, and more bad guys.

When you make it to the front door, you'll be fighting off even more bad guys. You'll be dodging chandeliers as well as you make it into the final chamber, where you'll meet Belger!

Knock Belger off the chair (which you can also destroy) and toss him and his henchmen around. That'll do some massive damage! Watch out for that crossbow he shoots at you with, as it can deal some hellacious damage.

When you defeat Belger, you've done it! You've beaten a totally awesome port!

azuritereaction plays Final Fight CD - Part 4 of 4

Arcade variety rant! Also, this is probably one of my shortest blog series ever, since he doesn't even get past Round 4. I'll change that with a longplay at the end of this bad boy before I post the epilogue.

Round 4: The Industrial Area


As you make your way through the stage, flames will be emanating from the floor. Avoiding them is anything but easy, as sometimes you won't see them coming until you're shot three feet into the air like a human fireball.


Once you're past the end of the first section, you'll be taking on even more bad guys. You'll eventually make it to a door. What's behind it? We don't know, because he runs out of continues before we can find out. To the longplay...next time!

Wednesday, October 15, 2014

azuritereaction plays Final Fight CD - Part 3 of 4

We talk about Japanese arcades while going through the west side of Metro City, complete with a miniature Chinatown, an asshole cop and an underground fighting ring.

Round 3: The West Side


Oh, boy. We go through the streets and into a club where we take down even more bad guys. Andore Jr. is basically the same as Andore, except with a smaller health bar.

Punch the doors to open them. After the second door, an Andore will grab you from behind, and you'll be taken into an underground arena where you have to fight two more Andores: F. Andore and G. Andore. The sword will make the best work of them as long you can keep them away from you.


After you finish those guys off, you'll head back to where you were and you'll be able to go through what looks like Chinatown. At the end is the corrupt cop Edi E. He'll attack you with his nightstick and shoot at you with his gun from one side of the screen, but if you throw his henchmen into him, you'll stand a chance.

Classic Game Room Review - Final Fight CD

Yes, it's worth it.

Also, this is the first video I ever watched from CGR. Cheers!

Tuesday, October 14, 2014

azuritereaction plays Final Fight CD - Part 2 of 4

As we talk about arcades during the 1990s, we go through the subway and destroy more criminal scum! Oh, my car!

Round 2: The Subway


This is where you'll first meet Andore. He has a bigger health bar than anyone else, so smack other people into him and do some jump kicks on him as well.

You'll soon enter the subway. You'll more than likely be dealing with at least three or four enemies at one time, so keep yourself from being surrounded by throwing enemies into other enemies. If you can, throw a Slash at everyone else, as they usually like blocking hand-to-hand combat strikes.

Once you make your way off the subway and onto the train tracks, you'll fight even more enemies. Watch out when the enemies kick the drumcans towards you, as they can damage you.

The boss here is Sodom (who goes by the name Katana on the console versions). Knock the swords out of his hands and whack him with one of them. He'll try to charge you, and there's not really much you can do against it except for a Special or a well-timed punch.

Car Destroying Minigame



Destroy the left side, the right side and the hood of the car as quickly as possible to get more points!

azuritereaction plays Final Fight CD - Part 1 of 4

Oh, hey, I'm covering a Sega CD game, finally.

Also, this is the best version out of them all. It's as close to arcade perfect as you're gonna get, as you can see. You get all three characters, and you can even play with two players like in the arcades! Of course, there are voices in the intro now, and they're cheesy as all get out.

Best of all, there's a CD soundtrack with real instruments. Is it me, or was music in Sega CD games inspiring in some strange way?

Round 1: The Slums


What can I say? You see Thrasher run off with Jessica, then a bunch of steel barrels get broken and people get beat up.

The big fat guys charge at you, while Holly Wood (which should be one word, by the way) has an infinite supply of knives...kinda like what Sega would do with the Jacks in Streets of Rage 2. Axl and Slash will block your standing combo and any strikes you throw at them at times, so you're better off getting your hands on them and throwing them around.

The boss here is Thrasher (who is named Damnd in the arcade version, and was name-changed for obvious reasons), and to beat him, you'll be slamming enemies into him to do some more damage. When you get him alone, you'll be able to grab the guy and do some real damage yourself. Just watch out when he tries to punch you.

After you do enough damage to him, he'll leap to the subway entrance (where you can't get him) and call out some more enemies to come at you. The real threat here is the red Holly Woods, which throw firebombs at you instead of knives.


Yes, I might as well mention that Roxy shows up in the boss battle. She and Poison where changed to Billy and Sid in the American version on Super Nintendo. She and Roxy somersault over you, just to be complete dicks. They also try to slap you. Poison has more health than Roxy, and is purple instead of red.

Monday, October 13, 2014

DON'T READ IT'S DUMB

DONT WATCH THIS SEROIUSLY RATE ONES

Okay, okay, here's something better.

What? That still wasn't good enough? Okay. This should be good.

Also, Ronald McDonald Insanity.

Cauchemar89 plays M.C. Kids - Part 9 of 9

Now that the PuzzLeWoRld is all taken care of, let's get the Magic Bag.

All maps by King-Hyrule.

Ronald's PuzzLeWoRld

(continued)


Level 3: Zipetty Do Da



Yes, you get a level with a uncapitalized first letter in its name along with a mispelling. Damn it, Virgin.

Anyway, you'll have to time your jump right so that you can hit the goal below you in that one part with the three zippers at the top. I can't even find the solution anywhere else outside of YouTube, and I'm not even going to try, so I'll just show you an exploit the programmers probably didn't intend because Cauchemar89 did. Yeah, I'm such a good note taker.

If you beat all three levels, you'll get...10 extra lives. Thanks, Ronald. You dick. If you collected every single M in PuzzLeWoRld, however, you'll get 99 lives. If you go down to 90 after that, Ronald will come back, apologize and give you infinite lives.

Hamburglar's Hideout

Level 4: Magic Cave



If you haven't gotten all the cards yet, do so now. There's no turning back.

Really hilarious non-game sequence. The song in the YTPMV-ish section is "Kero Kero Destiny," by the way. You're welcome.

All right, that's enough of that.

Anyway, the first thing you fight is some rolled-up magic carpet with electricity coming out of the sides. Go up to the mound of dirt in the middle, stand there and just keep throwing dirt balls at it. You'll fight a few of these things before the Magic Bag sends something else at you.

If you need to refill your health, throw the blocks with the M's on it at whatever you're fighting. If you hit the enemy, you'll refill your health with every successful hit.

The second form is the magic wand. You'll have to duck, then jump (just like Super Mario Bros. 2/Doki Doki Panic). Then, you'll have to throw the dirt clod upwards.

The final form is the bunny in the hat. It will just jump after you, so run under it when it jumps and throw dirt clods at it. When the hat shrinks, it just runs around. From there, hit it with one more dirt clod, then the bag will shrink in size and drop down. Grab it. You've finally won the game! Too bad the ending is crap.



Sunday, October 12, 2014

Cauchemar89 plays M.C. Kids - Part 8 of 9

We finally find out what those secret cards are for...

All maps by King-Hyrule.

Hamburglar's Hideout

(continued)


Hamburglar


Now that we have all the Hamburglar cards, talk to Hamburglar again. He'll open up the Magic Cave. But don't go there just yet.

Professor's Workshop

The Workshop


Talk to the Professor again. He'll make a shortcut for you for getting all six cards. This leads to Ronald's Clubhouse.

Ronald's Clubhouse

The Clubhouse


Talk to Ronald, and he'll take you to Puzzleworld.

Ronald's PuzzLeWoRld

The Secret House


Remember all the Secret Cards? Well, you'll need them all in order to even play this world. When you get all six, come back to The Secret House. Ronald will open up all the levels.

Here, there are no enemies and no cards. It's just you, the hardest paths from Point A to Point B ever, and the goal.

Level 1: Phony Finishes



U.N. Owen was her.

I honestly have no idea how you're supposed to get through this, especially when you have a map. Either way, you're more than likely to take shortcuts like Cauchemar does.

Level 2: Clowning Around




Ride to the zipper, then run fast enough to be able to jump up the gap above you when you come out. From there, it's an easy run to the right for the goal.

Cauchemar89 plays M.C. Kids - Part 7 of 9

We come really close to finishing off two whole levels this time around! Yes!

All maps by King-Hyrule.

Level 2: Swisserland



You'll have to make your way to the zipper to find the card and get out of here. Guess what? You'll have to jump a huge gap to make it, but if you know what you're doing, it's not impossible.

Unlike the big moon guys, the small ones are not taken out when hit by a box.

Level 3: Constellations



Get underneath all those tiny springboards at the start to get the card. You'll have to head all the way to the right and get it from there to make it easier.

If you can make it all the way to the top, you'll get another card.

It should be noted that above the goal, the stars create a picture of one of the kids.

One of the cards is the Secret Card.

Level 4: Spring Fever


Stay to the left to reach the first zipper. Enter it to get a card.

The Getaway


Head back to CosMc's house. You'll find out that Hamburglar is hiding in a volcano.

Hamburglar's Hideout


Well, you've found Hamburglar...but not the Magic Bag. Turns out the Magic Bag has a mind of it's own and it's escaped.

You'll need five cards here.

Level 1: Burning Bridges



The boxes that look like sponges act as rafts that get you safely across the lava. While you're out and about here, watch out for the volcanic fire that rains down from above in places.

The card is right above the goal. You'll have to make a nice running jump to reach it.

Also, the bridges starting burning up when you stand on them.

Level 2: Lava Belts



The platforms that move along the track on the wall are actually quite simple to get going once you know how. Just move the [b]opposite[/b] direction of where you want to go, and the platform will immediately take you there.

Grab the sponge box near the second track platform, and throw it into the lava pit after the third.

Use the last track platform to get the card if you need to.

Level 3: Molten Madness



The first card is right underneath a platform, while the second card is underneath the end of the bridge at the beginning of the level.

The second card is easy if you go upside down. Hit the arrows blocking the goal to return all the way to the left, then get upside and ride the track platforms. You'll be able to jump on the platform where the first card was and safely be able to get it (which takes more effort than Cauchemar's way of jumping up to it and grabbing it at the beginning, but is a lot less chancey).


One of the cards is the Secret Card.

Saturday, October 11, 2014

Cauchemar89 plays M.C. Kids - Part 6 of 9

In this episode, we polish off the Workshop, go to the moon and try not to be killed in one hit by those nasty tentacles. Who needs hentai when you have the moon world?

All maps by King-Hyrule.

Professor's Workshop

(continued)


Level 4: Desert Cove



Dig into the dirt at the very, very beginning to find a hidden 1-Up.

Time your jump son the bones right to get the first card. They act like the Donut Blocks in the Mario games if you stand on them for a second too long.

When you see the boat, grab it and take it back to the water underneath the first card. Go left and enter the zipper. Boom! There's the second card! Be sure to dig in the dirt to the right of it before you get it, as there's another 1-Up hidden over there.

One card is for the Hamburglar's Hideout, while the other is yet another Secret Card.

Level 5: Captain's Ship



There's an easy 1-Up below the beginning of the level. Use the box to jump back up via the springboard.

The first card is located on top of one of the ship masts. Thankfully, getting up there is pretty easy.

You'll have to hit the water and run all the way to the right to get the second card. From there, use a box to jump off the springboard and reach the goal.

The Workshop


Now that you (obviously) have all of the Professor's cards, go back to the Workshop. He's got the rocketship all ready for you! It's moon time!

CosMc's Retreat


In this level, the gravity is reduced! Have fun jumping around while trying to find everything!

You'll have to find five cards, and these will probably be the most interesting to find yet.

Level 1: Moon Monsters



No, seriously, don't do hentai.

The moon monster tentacles cause instant death if you touch them, which adds some frustration to this level. You'll have to jump out of their range with those low-gravity jumps of yours if you want to get past them.

You'll also have those helicopter robots flying around too. Joy.

The card here is located at the top of the level, to the right of that mid-air platform with all those M's.


To the right of the arrow pointing left that sits next to the moon tentacle, move to the right of the hole where the tentacle comes out of. You'll find a secret room inside with a dotted-line block, the second card and two 1-Ups. Keep going right to find the block.

The Angry Video Game Nerd plays M.C. Kids

Life insurance. That is all.

Friday, October 10, 2014

Cauchemar89 plays M.C. Kids - Part 5 of 9

We finish off the Highlands and finally get to see that wonderful Professor's Workshop we've been getting cards from in various places.

All maps by King-Hyrule.

Grimace's Highlands

(continued)


The Loft


Talk to Grimace again. He'll build a path to the Professor's Workshop, and you'll find out he's building a rocket ship for you. Apparently, the Hamburglar went to the moon with the Magic Bag.

You'll need five Puzzle Cards to continue on. If you've been getting every card so far, though, you'll have two right off the bat.

Professor's Workshop

Level 1: Ports O'Comets



You definitely want to avoid the comets. Love the animation on them, by the way.

To reach the zipper at the beginning of the level, you'll have to jump across the water and try not to get hit by the piranha on the way left. You'll also find a card near the zipper, too! Joy!

The zipper leads to a bonus level where you can dig through sand a la Super Mario Bros. 2/Doki Doki Panic. Nice touch, game.

The second card is right above the large spring. Grab a block, jump up and reach for the sky to get it.

That last jump before the goal is freakin' nasty, by the way. You'll have to time it so that you don't get whacked by a comet.

One of the cards is the Secret Card, but the other one is for CosMc's retreat. Who the crap is CosMc (pronounced "Cosmic")? We'll find out soon enough.

Level 2: Dino Dunes



To get the card, you'll have to take the block to it's dotted-line twin, then go up, dig a path down (just like with the block, you'll need to be able to make your way to and fro), then head back up and go upside down. From there, head back down that chasm you just dug through and you'll be able to get the card. If you use the springs here, you'll be able to get that 1-Up without dying.

The little spiked bugs just stop and walk at regular intervals, while the drills go up and down in the ground.

Level 3: Magic Forest




Jump over the finish ribbon to get the block, then take it back to the beginning of the level. Ride the block up, kill the spider with the box, and make your way to the right until you find a zipper. Go in, walk off the edge of the tree platform and you'll land right on the card.

Cauchemar89 plays M.C. Kids - Part 4 of 9

We explore Grimace's Highlands and also come up with a very nice alternate storyline that has a slight chance of being used if somebody made a fan-made remake of the game today.

All maps by King-Hyrule.

Grimace's Highlands

(continued)


Level 2: Moose Bridge



Oh, boy, this must be where the moose that AVGN talked about must be.

Go down at the beginning of the level and go right. Jump over the bridge that's out and you'll find a card.

Midway through the level, you'll have to take that springboard up and keep going to the right, jumping over those gaps in the bridges to reach the other card.

And the moose? Hit it with a box when it's right next to you.

One of the cards is a Secret Card. Hmmmmm...

Level 3: Lumberjack Lane



Aside from gophers and tree platforms, there's not much to this level. One of the cards is shortly after the beginning of the level near one of the pits, while the other is high above the goal.

One of the cards is for the Professor's Workshop.

Level 4: Fry Kid Falls



You can also use the 1-Up trick with the 1-Ups near the start.

The boat that AVGN hates (the one with the two springboards above it that make falling to it harder) is near the start.

I legit LOL'd at this.

Remember when I said you could press B to pick up the boat while you were in it. Well, if you're on one of the platforms that are visible underwater, you can do just that. Here, you can take basket and throw it into the top of the waterfall, giving you a whole bunch of M's to collect. Watch out for the fish! You'll also find another 1-Up if you make it to the end of the waterfall.

After you leave this area, you'll be able to find two more 1-Ups above the water. Take the platform that moves when you land on it to reach the card.

The Loft


Go back to Grimace's House and you'll open a path. Go back to Birdie's World and you'll be able to go left from Level 6. Do that, and you'll be able to reach the fifth and sixth levels of Grimace's Highlands.

If you have five cards, you'll be able to blaze a path to the Professor's Workshop.

Level 5: Danger Lake



You'll be avoiding quite a lot of fish in this level.

To get the card, you'll have to get the block, move to the left so the lowering platform respawns, then get up to the top of the pole and place the block in the moving dotted-line block. From there, ride the block to the card.

Level 6: Far Falls Forest



Drop all the way to the left at the beginning to find a zipper. Go in, and you'll find a card.

The card is for Ronald's Clubhouse. Finally, you have all of Ronald's cards.


For the other card, go right this time. Take the boat to the waterfall and throw the boat in the waterfall. You'll find the other card for Grimace's Highlands.

Thursday, October 9, 2014

Cauchemar89 plays M.C. Kids - Part 3 of 9

We finish off our cloud-jumping adventures and head straight to the mountains in our continuing quest for Ronald's magic bag!

All maps by King-Hyrule.

Birdie's Treehouse

(continued)


Level 3: Icy Maze


Be ready to move! It's an ice level!

When you make it to the goal, keep going up and you'll find a zipper. Go in and you'll find a card. (It's a "SECRET card," according to the game. Hmmmm...) The other one is at the goal.

Level 4: Secret Surprize



iseewhatyoudidthere.jpg

Go up and left at the start, and keep going right until you find a card. The rest of the level isn't that hard.

Level 5: Frozen Caverns



Be careful not to go too fast near the start, or you might miss the card.

Level 6: Frosty Mountain



Once you make your way down at the beginning, you'll find two 1-Ups that you can do the infinite 1-Ups trick with.

There are also two more 1-Ups elsewhere in the level, but the ones at the beginning are the only ones worth getting due to the 1-Ups trick.

The Treehouse


All right, go back to the Treehouse, now that you have all the cards. You'll be able to head to Grimace's House.

Grimace's Highlands


You'll have to find only three cards this time if you want to make your way to the lake levels and find more cards.

Level 1: Cliffton Heights



We have a new enemy here: the tornadoes. These guys will follow you around and come right for you as soon as you're on their level. If they get trapped in a corner, you can easily nail them.


Run all the way to the left before you reach the collapsable bridge and jump. You'll find the card there.

Cauchemar89 plays M.C. Kids - Part 2 of 9

In this episode, we collect the last of the cards for Ronald's Clubhouse and head to Birdie's House.

All maps by King-Hyrule.

Ronald's Clubhouse

(continued)

Level 5: Hidden Glen



The red birds are a new enemy and are the only thing worth mentioning here.

When you collect the card here, you'll get a card for Hamburglar's Hideout. Hmmmm...

Level 6: Towering Trees



One of the cards is for Ronald's Clubhouse, but the other one is for the Professor's Workshop. Thankfully, all you have to do to find them is to climb up at the beginning of the level.

This is one of the shortest levels in the game, and it's really easy to farm on lives here.

This is the first of what will prove to be quite a few levels with more than one card in them.

The Clubhouse


Since you've collected all the cards here, go ahead and head back to The Clubhouse. Since you (obviously) have more than four cards, Ronald will show you the way to Birdie's House.

Birdie's Treehouse


You'll have to find five of Birdie's Puzzle Cards to continue the game. Thankfully, there are six more levels for you to hunt them down in.

Level 1: The Stratosphere



I'm pretty sure there were quite a bunch of little kids looking up what a "stratosphere" was back in the day because of this game.

Anyway, take the moving cloud platform up, then head back left to the beginning of the level. You'll be able to land on the card and get it.

The squirrels carrying what look like shark fins above their heads aren't fooling anybody. I'm guessing they're supposed to be on the ground, since some of your body is in the clouds when you walk on them.

The zipper surrounded by boxes takes you to that pair of seemingly unreachable 1-ups earlier in the level.

To the right of that zipper is another zipper. Run to the right and jump to reach another bonus area with two 1-ups.

If you stayed at the top in this level, you'll have a card for the Treehouse as well as another one for Hamburglar's Hideout.

Level 2: Slippery Slopes



You'll have to get upside down and use that big spring to get that 1-Up at the beginning.

Press B at the hills of snow in the immediate background to throw snowballs. You have an infinite supply as long as you're at that little hill of snow. They have a weird arc, so aim carefully.

The gophers in ice cannot be killed, but they can be pushed out of the way with a snowball or a box.

You'll also meet the little yeti creatures. They move around and jump at random times, but they're really nothing special.


Be careful as you walk on the ice platforms, as they break apart in some places.

Wednesday, October 8, 2014

Cauchemar89 plays M.C. Kids - Part 1 of 9

Oh, snap, it's this game. Despite what the Angry Video Game Nerd says about it, it's not really that bad.

All maps by King-Hyrule.

The game was released in Europe as McDonaldLand. Interestingly, the kids look cooler on the box art for that version. It has that early 1990s look to it all up in that joint! Heck, the kids actually look awesome.

Despite the absolute minimal promotion the game got, it's a cult classic. It's kinda interesting, but the people who will be able to beat this game definitely won't be their target audience of little kids from that time.

Anyway, after seeing a plane that is the metal airborne spawn of Richard Branson fly in clouds, wondering if the black kid either has a huge fade or a ginormous pillbox hat on his head (you can choose between the white kid and the black kid with the moon block at the title screen), and finding out the moon is smiling, we find out that Ronald's magic bag has been stolen by the Hamburglar. Good lord, where are those classic McDonald's characters nowadays?

Ronald's Clubhouse

Level 1: The Garden



The M's act like coins. Collect 100 for a 1-up.

To change that dotted line block into a real block, just pick up a block off of the ground and place in the dotted line block. No throwing is required if you're right up next to it or the dotted line block moves up to the real one, which is nice. Virgin actually programmed this bad boy pretty well.

You have four hit points. When you lose all your hit points, you lose a life.

That red thing that looks like that button that lowers the toast on the toaster is a springboard. It lifts you into the air to new heights. You'll also see even bigger ones that shoot you up even higher than the small one. To use those, carry a yellow box and step on it to weigh it down and amplify your jump.

To defeat enemies, throw yellow boxes at them. (I'll call the box that we saw in the beginning that we placed in its dotted line twin a "block" so you won't get confused. You're welcome.)

Run into the little things that look like cowboy boot spurs and you'll run down the side and end up underneath it...and upside down. Pretty interesting thing for its time, and it's still kinda nifty today. Adds a nice puzzle element to the game, no?

The block with the M on it is a card. Pick it up and you'll get the card for that level.

The block with the 1 is a 1-Up. Pick it up to get an extra life.

The block with the moving arrow on it whips you in that direction, sometimes to force you to get through the level in a certain way. Look out for those.

At the end of every level is a string tied between two posts with an M moving around on it. Cut the string by landing on it. If you land on the M, you get a random number of M's, which will get you much closer to an extra life.

Level 2: Gopher Grove



Love the music for this stage.

Anyway, you've seen the gopher in the last level, but he makes some more appearances here.

The weird things that look like nets blowing around in the wind are really spiders. Sometimes they'll drop down on you, so be careful.

You'll sometimes find springboards when you pick up a box. Explore!

The piranhas are instant death if you touch them.

Don't press B when you're in the boat. Otherwise, you'll pick the boat up and fall into the water and die. Blame the game's coding.

Enter the zippers to find bonus areas. In these areas, you can find extra lives.

If you collect more than 100 M's in a stage, you can enter a bonus game! Jump on the Up arrow while avoiding all the Down arrows to get lives! If you fall to the bottom, you'll have to exit the room. You can also change your character if you want to play as the other kid (who doesn't play any differently than the other one, by the way).

Level 3: Lazy Leaves



The leaves act as platforms.

New enemy here: a small bird. He's not any harder than any of the other enemies you've seen.

To refill your health, you'll have to kill enemies. This is the only way you can do it, and you'll probably refill your health without even realizing it.

Level 4: Mountain View




This is the first level where you can die from falling into the sky...kinda like Gravity Man's stage in Mega Man 5. So be careful.