Thursday, December 31, 2015

CornshaqGaming plays Back to the Future II & III - BTTF III, Part 1


The third movie might be good because some stuff is easier, but it still comes with a catch: harder object rooms.


If you want to return to Part III later on, press Select and B at the title screen, and rearrange the password so it says "FLUXCAPACITORISTHEPOWER" (Flux Capacitor Is The Power). You'll go directly to Part III.

Part III is a lot easier. Most of the dark gunmen that shoot their guns as they run around and the small white hat enemies drop keys, so finding keys is a lot easier here.

Also, the map is a lot simpler. You won't even need the compass.

The Puzzle Rooms are located on the same street as their respective Object Room, and they're usually under rocks that you can crumble just by jumping on them until they disappear. From there, just press Down to enter the hole, then unscramble the word and return the item to its rightful place. This is a huge improvement over Part II, where everything was scattered all over the place.

The Object Rooms, on the other hand, are actually harder than in Part II. It's like both parts of the game are trying to outdo each other in terms of sheer shittiness. (I can't believe I actually typed that.)

Press up at the arrow signs to switch to the next street.

Object Rooms


Arachnid Ambush

You'll have to be quick to go all the way to the right and successfully outrun the spider, who is slightly faster than you are. When you reach the ladder on the lower-right corner of the room.

Collect all the gold nuggets, then wait for the blocks that drop from the ceiling to get high enough so you can reach the top platforms. Watch out for the other cowboys!

When you get all the gold nuggets, get the gold bar to complete the room...and get an item and a 1-Up!

Completing this gives you the horseshoe.

Got The Drop On You

You'll have to be quick to get all the gold nuggets here. Save the one in the lower-right for last.

Completing this gives you the ammunition.

Blown Away

Grab a stick of dynamite, then place it where you want to blow up the floor at to open up a hole in the floor.

You'll have to take all the nuggets on the left first, then wait for a block to drop. Stand on the very edge of it and wait for the next block to drop. From there, jump onto the block. If you're on the left edge, this is easier. From there, you'll be able to get the rest of the nuggets with ease.

Completing this gives you the lasso.

Fool's Gold

When you collect a gold nugget, a platform will disappear. Be careful!

Completing this gives you the bandanna.

Bonus Rooms


Courtesy of DBM11085.

Street 3
How to Access: Under rock
Name: Burger Blow Out

Street 6
How to Access: Under rock
Name: Pig Out

Object Rooms


Courtesy of DBM11085.

Street 1
Name: Arachnid Ambush
Object: Horseshoe

Street 2
Name: Got the Drop on You
Object: Ammunition

Street 3
Name: Blown Away
Object: Lasso

Street 4
Name: Fool's Gold
Object: Bandanna

CornshaqGaming plays Back to the Future II & III - BTTF II


Block out part of your schedule and get your popcorn. This is going to take forever.


Everything gets better at 1:50:00.

What are we doing, anyway?


We're traveling between 1955, 1985 and 2015 in order to return 30 random things. This takes forever, since you're going to be going all over the place just to complete puzzles and get stuff to take back to their rightful place in time. You'll also get an extra life as well.

By the way, you're definitely going to need the maps, since they'll tell you exactly where all the puzzles are.

Collecting soda bottles and pizza will add to your food pieces. Soda gives you one piece while pizza gives you ten. 100 pieces will net you an extra life.

The radioactive pieces power the DeLoren. (Yes, I'm misspelling it on purpose because the developers apparently did this during the intro. Why.)The most you can have is 40. You can call the DeLorean by going to the inventory screen and selecting the remote, which you'll find close to the start of the game. Traveling 30 years costs 10 pieces, while traveling 60 years costs 17 pieces. Be careful as you travel back in time, as you'll leave a clone of yourself. If you touch your clones, you'll lose a life. To get rid of them, trick them into walking into a hole. They'll follow much of the same moves that you make.

You'll hear a special sound drown out the music when a flying enemy is onscreen.

Whenever you die, the DeLorean comes out to rescue you and send you back. You'll be needing to do this at times, as some jumps are impossible without it. You also need it to get to some platforms at times.

You'll need keys to unlock the object rooms. You'll be able to get keys off of enemies. When you enter the object room, collect all the clocks and avoid all the obstacles to uncover the trophy. Get it to receive an extra life and an object to bring back to its proper place in time.

Once you get an object, you'll have to find the Puzzle Room for that object. You'll usually find these in pipes and under manholes. Successfully unscramble the word (The solution is the name of the object you're returning), and you'll return the object. If you mess up, though, you'll lose the item and you'll have to get it all over again. If you ever see an underscore (signified by "_"), it acts as a space between two words. When you successfully return an object, you'll get a piece of the almanac. Complete the almanac, and you'll complete Back to the Future II.

Sometimes, you can also get food and radioactive pieces from enemies as well.

The hoverboards let you cover more ground in less time for a few seconds. To get them, you'll have to either find one or get one off of a flying Biff.

To get to some streets that you wouldn't normally be able to get to in certain time periods, you'll have to travel to them in another time period and return to the time period you want to be in via the DeLorean.

The seeds can be used in either 1955 or 1985 to create a stalk to appear in that same location in other times. The stalk can then be used to reach some Object Rooms that you wouldn't normally be able to get to.

The stars allow you to not only throw balls as a weapon, but also get some more points. If you die, you lose your weapon, and you'll have to get another star to use it again.

The guy that looks like a cop that is much bigger than you and throws marbles at you (or flies on a hoverboard) is Biff. You'll be seeing him a lot.

The compass is really, really, really useful. To get it, you'll have to enter the drive-in theater in 2015. You will need it to keep tabs on where you are in relation to basically everything else. It tells you what year you're in, what street you're on and the current sector you're standing in. That way, you'll be able to know what they mean by "sector" in both DBM11085's guide as well as RoyalRanger's.

The bonus rooms are one-time-only, and once you enter them, you can't enter them again. There are no enemies to deal with; instead, you'll have a zillion food pieces to collect, and you'll need the extra lives you can get your hands on to get through the first half of the game...and the game in general. If you can collect all the food in the time limit, you'll be able to win a pizza pie that awards you 10 extra lives.

Some pipes contain enemies. Thankfully, you can figure out if there's one in there when something pops out while you're standing on top of it. If not, look in the pipe. You might just find a key or something.

As you make your way further into the game, you'll be hounded by flying security cameras. These things will dog your every move, and they also drown out the music with their own noise whenever they're near.

1955


Doc's Madhouse

This one's pretty easy. Just get all the clocks while avoiding all the enemies.

Completing this gives you the diploma.

Ju Ju Bees Away

You'll be collecting five clocks, but you'll be dodging those balls that drop from the sky as you do it. Since they always want to gather around where you are, it'll take a little bit of work to avoid them.

Completing this gives you the revolver.

Malt Shop Mania

This and After Dark At The Cafe share the same layout. This one just has two extra walls and the screen doesn't seemingly go dark at random.

Completing this gives you the Hoverboard.

Invisible Time

Collect a clock, and you'll uncover part of the path. You'll have to avoid the bubbles that hunt you down as you do this, too.

Completing this gives you the tambourine.

Cloning Around

For this one, you'll have a couple of Marty clones chasing after you. They'll follow the exact same movements you make, so you'll have to be a bit crafty to get all the clocks without taking damage.

Completing this gives you the slot_machine.

School's Out

In this one, Strickland and his clones want you dead. Also, slime and an alien.

Completing this gives you the binoculars.

Rock Around The Clock

Oh, look! An old radio and a guitar!

Completing this gives you the basketball.


Teddy Bears' Picnic

You'll be dodging teddy bears, tennis balls and weird eye looking things here. Also, when you collect clocks, they'll go from being visible to invisible and back again.

Completing this gives you the skateboard.

Bail 'N Hay


It should be noted that the farmers will stop every so often to shoot their guns. Bullets don't come out, though.

Completing this gives you the fax_machine.

Mom Knows Best

You'll be avoiding your dad(?) and a bunch of hearts in this pretty easy object room.

Collecting some of the clocks makes certain hearts stop moving, while collecting others can get certain hearts moving again.

Completing this gives you the roulette_wheel.

Pumpin' Gas

Nothing here has anything to do with pumping gas. Also, be careful with the spikes in that one part.

Completing this gives you the computer.

Alternate 1985


The Curse of the Pyramids

The platforms above the clocks crumble. Also, be careful for all the tiny white balls that bounce along the ground.

The green floors are conveyor belt, and they'll move you in the direction they indicate.

You have until the clock in the top of the screen reaches zero to get all the clocks without taking damage. When you collect all the clocks, you'll have to get the trophy to complete the puzzle. Once you get it, you'll get one of the treasures for the level.

Completing this gives you the stop_watch.

Carnival Time

The green spiky things are indeed spikes, and you should avoid them at all costs.

Also, the enemies here are birds and little cork guns that pause every so often to shoot at you.

Completing this gives you the windshield_wipers.

Malt Shop Mania Revisited

As you collect clocks, platforms will disappear and re-appear. Remember that the green things can climb on the ropes.

Completing this gives you the handcuffs.

Nightmare on Main Street

You'll be dealing with ghosts, hands that come out of the floor, and bubbles that track you and go straight for you from the bottom as you collect all the clocks. Fun.

Completing this gives you the dictionary.

That Sinking Feeling

This one is right at the start and is usually the first one people do. Run across the sinking floors to get the clocks. You'll have to fall to the lower-left corner of the room to get the trophy.

Completing this gives you the Icecream_soda. Yes, this is how the game wants you to spell it when you return it, because the game is a jerk.

Hill Valley Gym

You'll be dodging flying barbells and taking a ride on platforms as you collect the clocks here.

Completing this gives you the video_camera.

Lucky Draw

You'll be avoiding the white balls that drop from the ceiling again.

Completing this gives you the tricycle.

Playing With Fire

The enemies here consist of a fire extinguisher, a fire axe and a water bucket.

Completing this gives you the photograph.

Working Overtime

This one's pretty easy. Just be careful with those spikes.

Completing this gives you the computer_chip.

Fun at Jeniffer's House

They spelled Jennifer's name wrong. What the crap, LJN?

Completing this gives you the flashlight.

2015


Copy Cat

We're all clones. All are one and one are all.

Completing this gives you the microscope.

Golden Oldies

You'll be dodging rope-climbing worms as well as old technology in this level. Hit the switches above the clocks to reverse the direction on the conveyor belts.

Completing this gives you the wrench.

Split Personality

You'll have to be quick to outsmart the clones in this one.

Completing this gives you the Walkman.

School Daze

Robotic teachers, graduation caps, and spears that keep you from the trophy. Fun.

Completing this gives you the Hula_Hoop.

Fill 'Er Up

This one has a few gas pumps and a mechanic running around. The trophy will be at the start, so save the one to the very right for last.

Completing this gives you the electric guitar.

After Dark At The Cafe

As you collect clocks, the lights will turn on and off. At least there aren't any pits here, and the layout is pretty easy to remember.

Completing this gives you the record.

Doin' Time

Uh, oh. Prison. Avoid the jail robots and watch out...enemies will flash, platforms will disappear and the clocks turn invisible as you collect everything.

Completing this gives you the fire_extinguisher.

Time Out

This one basically has the same enemies as Doin' Time.

When you collect the first clock, they'll turn invisible, and there is absolutely no way to reverse this. You'll have to remember where all the clocks are, and you'll uncover platforms - and the path to the trophy - as you collect them.

Completing this gives you the tombstone.

Things Aren't What They Seem

You'll be dodging those white bubbles again, as well as invisible platforms and whatnot.

Completing this gives you the baseball_bat.

Returning The Objects



Object Room Locations


Courtesy of DBM11085.

1955

Street 1, x 45
Name: Doc's Madhouse
Object: Diploma

Street 3, x 58
Name: Ju Ju Bees Away
Object: Revolver

Street 7, x 17
Name: Invisible Time
Object: Tambourine

Street 8, x 32
Name: Malt Shop Mania
Object: Hoverboard

Street 10, x 38
Name: Cloning Around
Object: Slot_Machine

Street 12, x 46
Name: School's Out
Object: Binoculars

Street 13, x 55
Name: Pumpin' Gas
Object: Computer

Street 14, x 55
Name: Mom Knows Best
Object: Roulette_Wheel

Street 15, x 23
Name: Rock Around the Clock
Object: Basketball

Street 16, x 38
Name: Bail'n Hay
Object: Fax_Machine

Alternate 1985

Street 2, x 28
Name: Malt Shop Mania Revisited
Object: Handcuffs
Note: Must plant Seed in past to access this door.

Street 3, x 46
Name: Nightmare on Main Street
Object: Dictionary

Street 4, x 60
Name: Carnival Time
Object: Windshield_Wipers

Street 6, x 8
Name: The Curse of the Pyramids
Object: Stop_Watch
Note: Must plant Seed in past to access this door.

Street 8, x 26
Name: That Sinking Feeling
Object: Icecream_Soda

Street 12, x 12
Name: Playing With Fire
Object: Photograph

Street 13, x 4
Name: Hill Valley Gym
Object: Video_Camera

Street 14, x 60
Name: Fun at Jeniffer's House
Object: Flashlight

Street 15, x 16
Name: Lucky Draw
Object: Tricycle

Street 16, x 4
Name: Working Overtime
Object: Computer_Chip

2015

Street 1, x 30
Name: Golden Oldies
Object: Wrench

Street 3, x 5
Name: Copy Cat
Object: Microscope

Street 4, x 57
Name: Split Personality
Object: Walkman

Street 6, x 61
Name: School Daze
Object: Hula Hoop

Street 7, x 44
Name: After Dark at the Cafe
Object: Record

Street 8, x 50
Name: Teddy Bears' Picnic
Object: Skateboard

Street 9, x 9
Name: Fill 'Er Up
Object: Electric_Guitar
Note: Must plant Seed in past to access this door.

Street 13, x 39
Name: Things Aren't What They Seem
Object: Baseball_Bat
Note: Must plant Seed in past to access this door.

Street 14, x 7
Name: Time Out
Object: Tombstone

Street 15, x 59
Name: Doin' Time
Object: Fire_Extinguisher
Note: Must plant Seed in past to access this door.

Puzzle Room Locations


Courtesy of DBM11085.

1955

Street 2, x 35
How to Access: Walk into pipe
Object Needed: Tricycle

Street 3, x 49
How to Access: Walk into pipe
Object Needed: Hula_Hoop

Street 4, x 30
How to Access: Go down manhole
Object Needed: Fire_Extinguisher

Street 5, x 1
How to Access: Walk into pipe
Object Needed: Record

Street 6, x 24
How to Access: Go down manhole
Object Needed: Flashlight

Street 9, x 59
How to Access: Go down manhole
Object Needed: Icecream_Soda

Street 11, x 5
How to Access: Walk into pipe
Object Needed: Baseball_Bat

Street 14, x 61
How to Access: Walk into pipe
Object Needed: Dictionary

Street 15, x 51
How to Access: Walk into pipe
Object Needed: Stop_Watch

Street 16, x 58
How to Access: Go down manhole
Object Needed: Microscope

Alternate 1985

Street 1, x 35
How to Access: Walk into pipe
Object Needed: Tambourine

Street 5, x 37
How to Access: Go down manhole
Object Needed: Revolver

Street 6, x 58
How to Access: Go down manhole
Object Needed: Wrench

Street 7, x 35
How to Access: Go down manhole
Object Needed: Walkman

Street 9, x 61
How to Access: Walk into pipe
Object Needed: Skateboard

Street 10, x 54
How to Access: Go down manhole
Object Needed: Electric_Guitar

Street 11, x 49
How to Access: Walk into pipe
Object Needed: Roulette_Wheel

Street 14, x 3
How to Access: Walk into pipe
Object Needed: Slot_Machine

Street 15, x 61
How to Access: Walk into pipe
Object Needed: Basketball

Street 16, x 48
How to Access: Go down manhole
Object Needed: Tombstone

2015

Street 2, x 3
How to Access: Walk into pipe
Object Needed: Windshield_Wipers

Street 3, x 57
How to Access: Walk into pipe
Object Needed: Fax_Machine

Street 4, x 60
How to Access: Go down manhole
Object Needed: Handcuffs

Street 5, x 13
How to Access: Walk into pipe
Object Needed: Computer_Chip

Street 7, x 61
How to Access: Go down manhole
Object Needed: Photograph

Street 9, x 57
How to Access: Walk into pipe
Object Needed: Hoverboard

Street 10, x 59
How to Access: Go down manhole
Object Needed: Binoculars

Street 11, x 13
How to Access: Go down manhole
Object Needed: Computer

Street 12, x 21
How to Access: Go down manhole
Object Needed: Video_Camera

Street 16, x 13
How to Access: Go down manhole
Object Needed: Diploma

Key Enemy Locations


Courtesy of DBM11085.

1955

Street 2, x 13
Enemy: Green frog

Street 2, x 32
Enemy: White floating mask

Street 2, x 56
Enemy: Green frog

Street 4, x 14
Enemy: Green frog

Street 4, x 48
Enemy: Green frog

Street 5, x 5
Enemy: Green frog

Street 5, x 39
Enemy: Green frog

Street 6, x 2
Enemy: Green frog

Street 6, x 49
Enemy: Green frog

Street 7, x 5
Enemy: N/A (floating in midair)

Street 7, x 8
Enemy: Green frog

Street 8, x 10
Enemy: Green frog

Street 9, x 15
Enemy: Green frog

Street 9, x 37
Enemy: Green frog

Street 11, x 35
Enemy: White floating mask

Alternate 1985

Street 1, x 29
Enemy: Spiky shelled enemy

Street 1, x 33
Enemy: Spiky shelled enemy

Street 1, x 49
Enemy: Spiky shelled enemy

Street 5, x 21
Enemy: Spiky shelled enemy

Street 5, x 61
Enemy: White floating mask

Street 6, x 26
Enemy: Spiky shelled enemy

Street 6, x 61
Enemy: Spiky shelled enemy

Street 7, x 6
Enemy: Spiky shelled enemy

Street 7, x 49
Enemy: Spiky shelled enemy

Street 8, x 12
Enemy: Spiky shelled enemy

Street 8, x 42
Enemy: Spiky shelled enemy

Street 9, x 15
Enemy: Spiky shelled enemy

Street 9, x 58
Enemy: Spiky shelled enemy

Street 10, x 16
Enemy: Spiky shelled enemy

Street 10, x 29
Enemy: Spiky shelled enemy

Street 11, x 2
Enemy: White floating mask

Street 11, x 44
Enemy: Spiky shelled enemy

Street 16, x 12
Enemy: Spiky shelled enemy

2015

Street 1, x 61
Enemy: Red shelled enemy

Street 2, x 3
Enemy: Red shelled enemy

Street 2, x 47
Enemy: Green floating mask

Street 3, x 18
Enemy: Green floating mask

Street 3, x 48
Enemy: Red shelled enemy

Street 3, x 60
Enemy: Red shelled enemy

Street 4, x 18
Enemy: Red shelled enemy

Street 5, x 4
Enemy: Green floating mask

Street 5, x 21
Enemy: Red shelled enemy

Street 9, x 24
Enemy: Red shelled enemy

Street 9, x 62
Enemy: Red shelled enemy

Street 10, x 9
Enemy: Red shelled enemy

Street 10, x 20
Enemy: Red shelled enemy

Street 11, x 6
Enemy: Red shelled enemy

Street 11, x 25
Enemy: Green floating mask

Street 16, x 10
Enemy: Green floating mask

Street 16, x 32
Enemy: Red shelled enemy

Seed-Holding Enemies


Courtesy of DBM11085.

1955

Street 4, x 51
Enemy: N/A (floating in midair)

Street 5, x 58
Enemy: N/A (floating in midair)

Street 10, x 52
Enemy: N/A (floating in midair)

Alternate 1985

Street 2, x 51
Enemy: Snail

Street 4, x 49
Enemy: Snail

Street 10, x 51
Enemy: Snail

Street 11, x 31
Enemy: Snail

2015

Street 3, x 61
Enemy: Snail

Street 6, x 49
Enemy: Snail

Street 12, x 22
Enemy: Snail

Bonus Rooms


Courtesy of DBM11085.

1955

Street 1, x 4
Name: Key Largo
How to Access: Go down manhole

Street 3, x 26
Name: It's a Gas
How to Access: Go down left manhole

Street 11, x 55
Name: It's a Gas
How to Access: Walk into pipe

Street 13, x 11
Name: Pig Out
How to Access: Go down manhole

Alternate 1985

Street 7, x 11
Name: It's a Gas
How to Access: Go down manhole

Street 8, x 22
Name: This Is Your Life
How to Access: Enter Biff Bar

Street 9, x 24
Name: Pig Out
How to Access: Go down left manhole

Street 12, x 56
Name: It's a Gas
How to Access: Go down manhole

2015

Street 6, x 16
Name: X Marks the Spot
How to Access: Enter drive-in theater
Note: The Compass is found here.

Street 6, x 50
Name: Pig Out
How to Access: Go down manhole

Street 8, x 22
Name: This Is Your Life
How to Access: Enter Cafe B

Street 16, x 25
Name: It's a Breeze
How to Access: Go down manhole

Well Done!

When you successfully return all 30 items, you'll finally have the sports almanac! Marty will destroy it, but now Doc will be stuck in 1885 (for some strange reason, the letter says 1875). Time for Part III!

If you want to return to Part III later on, press Select and B at the title screen, and rearrange the password so it says "FLUXCAPACITORISTHEPOWER" (Flux Capacitor Is The Power). You'll go directly to Part III.

Wednesday, December 30, 2015

The Full Ending of Final Fight 2


Here's the full ending, for those interested.

newfiebangaa plays Final Fight 2 - Part 8 of 8


Finally! We've won!

Round 6 - Japan 11:30 PM (continued)

The final boss is Retu, and he's the one responsible for all of this mess!

Retu not only has a high jump attack and some quick punches, but he also has a Setsurenpukyaku like in the Street Fighter series. Other than that, he doesn't move around very much. He can pull the moves out at any time, though.

Once you beat him, you'll finally rescue Rena and Genryusai! You did it!


Tuesday, December 29, 2015

newfiebangaa plays Final Fight 2 - Part 7 of 8


How long is this stage?!?

Round 6 - Japan 11:30 PM (continued)

The third section will actually have you inside a shrine, while the fourth section takes you closer to the final boss.

We've barely found one in the last section, but in the first can you'll find a Guy doll. This gives you an extra life.

There's a lot of enemies here, and some of them will have big health bars. Be careful.

newfiebangaa plays Final Fight 2 - Part 6 of 8


Here we are...the last round of the game. This is going to be pretty long.

Round 6 - Japan 11:30 PM

The first section takes place near a temple.

The mines come back right after the beginning, so you'll have plenty of opportunities for free damage.

It won't be long until you enter the second section, where you're in the temple gardens. Be sure to check the trees for hidden items.

Monday, December 28, 2015

newfiebangaa plays Final Fight 2 - Part 5 of 8


We end our European rampage in Italy, where we go through the streets of Venice and even take a boat ride!

Round 5 - Italy 12:00 PM

The first section takes place on the streets of Venice, the second section takes place on a boat where people watch you fight while clapping and taking pictures and the third one takes place on an elevator in a castle. When you get off the elevator, you'll finally face Rolento on the Super Nintendo Entertainment System.

He fights more or less just like he did in the first game: run around really fast and smack you with the staff whenever he can. At least he doesn't have any cronies butting into the battle like the other bosses. He also has a jump kick that he can perform off the guardrail in the background, as well as a wall jump kick and a throw, so watch out for those.

When he's close to death (in other words, his health bar is yellow), he'll start throwing grenades around a lot. Avoid those and beat him down to assure victory!

When you beat Rolento, you'll find out that you'll have to face Mad Gear's new boss in Japan, where you'll find Rena and Genryusai.

oh no


oh no

Sunday, December 27, 2015

newfiebangaa plays Final Fight 2 - Part 4 of 8


Finally, a stage that looks much like the country it's based on...I think.

Round 4 - England 8:00 PM

The first section takes through a train station, while the second section has you on top of the train while it's moving. Since it's a circus train, the boss is going to be circus-based: some clown with a cane named Philippe. Why couldn't we have just fought this guy in France back in Round 2?

Anyway, he has a cane swipe that has a little bit of range to it. He can also grab you and whack you in the face a couple of times, and he has a slide kick that can take you by surprise. He's also pretty fast, too, so be ready to wear him down whenever possible.

Bonus Stage

For this bonus stage, you'll have to destroy all the drumcans before the timer runs out. Be careful, as flame emanate from the tops of the cans every few seconds.

newfiebangaa plays Final Fight 2 - Part 3 of 8


This can't be really be Holland, can it? I'm just curious, because I can't really consider the land of the Dutch to be war-torn.

Round 3 - Holland 4:00 PM

You definitely want to avoid the landmines. Thankfully, they can damage the enemies if they touch them, so you can basically lure them into the landmines and be a real jerk.

Anyway, the first section will actually take you into a building and up an elevator, while the second section takes you back outside and into the sewers.

Joe is basically like the red Holly Woods from the first game: he'll run out, throw a Molotov cocktail, then run away.

The boss here is Bratken. The only real attack that he has is a nasty jump kick. It doesn't track very well, though, and it's pretty easy to throw his henchmen at him.

Saturday, December 26, 2015

newfiebangaa plays Final Fight 2 - Part 2 of 8


We now begin our European rampage with France, where there isn't a swashbuckler similar to Raphael Sorel in sight. At all.

Round 2 - France 5:00 PM

Robert is basically the same as Leon. In the Japanese version, he was known as Eliza and was a woman.

You'll fight Andore again in this game, starting with this round. Thankfully, he's a tad easier, but he can still ram into you. Andore Jr. is the same as Andore, except he wears blue and has a smaller life bar. G. Andore will wear grey and have a bigger one.

The first section takes place in some sort of series of storefronts, while the second takes place in some area that seems to be under construction and leads to the airport.

The third section takes place in the airport. Here, you'll see what looks like a Guile cameo at the end. The boss here is Freddie. If you were expecting to be difficult, you're in for a disappointment: he basically fights like Andore.

Bonus Stage

After the second round, you'll have to destroy another car. This one is easier than the first game's.

newfiebangaa plays Final Fight 2 - Part 1 of 8


The 'Bangaa's back, and so is the Final Fight series. This time around, we're looking at the home-only sequel, which is a tad easier but is also pretty fun and really shows the overall improvement that Capcom made when it came to making Super Nintendo games - more moves, more detailed graphics, and better music and sound.

The Mad Gear have regrouped, and as part of their revenge, they've captured Guy's fiancee Rena and his master, Genryusai. Rena's sister Maki calls Mayor Mike Haggar for help, and the swordsman Carlos joins in on the fun.

Round 1 - Hong Kong 12:00 PM

Unlike the last game, you can perform special attacks by pressing B and Y together. This attack will use a little bit of your life bar when you use it, so use it only when you need to.

You'll also see diagonal sections in the game, much like in Streets of Rage 2, so you won't be stuck on the two-direction grind like you were in the first game.

Jony can block attacks pretty much like Axl and Slash from the first game. As for all the enemies that you saw before him...well, they're pretty ordinary.

Love the Chun-Li cameo shortly after the beginning of the stage.

Elias and Eliot are not only tall, they also carry pipes in their hands which give them a little bit of range. They're also pretty quick, too, so don't let them get behind you if you're dealing with multiple enemies at any given moment.

You'll break down a door and enter a building, which serves as the second section of this stage. You'll be in what looks like an abandoned dojo, and you'll even find some bookcases. 

Elick is fat and slow, but he can shock you with those metallic forks of his. Be careful when you get close.

The third section takes you to a dock. Leon flips around like Billy and Sid (or Poison and Roxy, if you're used to the non-Nintendo versions of the first game), but he's tall and carries knives in his hands. In the Japanese version, he was known as Mary and was a woman. Yep, they censored the female enemies here, too.

You'll get an extra life every 100,000 points and every subsequent 200,000 points.

The boss here is Won Won. He's got a jumping attack much like Andore from the first game, and it can track you to some degree. He also has a little bit of distance with that punch of his. Thankfully, he's pretty slow, and his hopping around only speeds him up slightly. He's an easy first boss.

When you beat him, you'll find out that Mad Gear has moved their base of operations to Europe, and Rena and Genryusai have been taken there.

Friday, December 25, 2015

MERRY CHRISTMAS


MERRY CHRISTMAS

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 6 of 6


We finally see Shredder fall for the third time!


Super Shredder!

Shredder will use some sort of scientific formula to become Super Shredder.

His punch and kick attacks have quite a bit of range, and he can also shoot a bolt of lightning into the air. When he glows blue and throws does, sidestep immediately, as the lightning strikes where you're standing and keeps going in one direction.

Super Shredder can also teleport into a random part of the room, and he can fly around at high speeds like Akuma/Gouki in the Street Fighter series.

His nastiest attack, which we strangely don't see here, are fireballs that take down half a full health bar and turn you into a non-mutant turtle for a few seconds. You definitely want to avoid these.

When you beat Shredder, Manhattan is placed back into the sea. You did it!


Thursday, December 24, 2015

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 5 of 6


Once again, we fight Krang.

Scene 8

Cowabunga! We have to hurry in order to stop Shredder and save Manhattan.


Some of the Foot Clan soldiers roll around on the floor from one side to the other in an attempt to hit you. You can easily jump over them.

Also, the flying Foot Clan soldiers from the surfing section way back at the beginning of the game are back with a vengeance.

When you reach the laser beam field, you'll fight another Mother Mouser. Same strategies apply as in the sewer scene.

In the second section, you'll meet some new enemies: periwinkle Foot Soldiers and some sort of robot spheres that come out of the walls and bounce around. The periwinkle soldiers don't seem to do anything special, and the robot spheres can be taken out in one hit. Hey, at least you get a good reason to farm for extra points here.

At the end of the second section, you'll fight Krang. He's kinda easy (as easy as TMNT bosses go), especially when his rocket punch and missile salvo are both easy to avoid. When he takes enough damage, however, the upper part of his robot body will separate from the legs and become its own thing, leaving you with two bosses to deal with! Focus on the upper half, since all it can do is try to hit you with a hammer, and it just floats around doing nothing most of the time. (The lower half of Krang's robot body will kick at you and will speed up significantly, so be careful with that.) Eventually, the two halves will combine again, and this time he'll have the ability to electrify himself, shocking you if you hit him. Keep plugging away at him, and he'll eventually go down.

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 4 of 6


After a whole level re-do...

When you beat Shredder, April O'Neil will notice Krang's spaceship in the sky. Shredder also escapes, but you know the Turtles will be in hot pursuit!

Scene 7

Hey Turtles, take to the sky, we can't let Shredder get away.


You'll now be on an elevator outside of a building. You'll be taking it to the rooftops and fighting enemies as you go in the first section of this scene.

Watch out for the giant metal balls. Not only do they split into four Mousers, they can crush you and do damage if they land directly on you.

The powder blue Foot Clan soldiers will be on floating platforms here, and their platforms can crush if you they fly at you. Knock them off their platforms with a jump kick, then treat them like normal enemies.

For the second section of this scene, you'll be making your way to the other end of what could possibly be the longest rooftop I've ever seen in a video game. Not only do the blue rock soldiers carry guns that shoot energy beams, but the Foot Clan neon sign damages you if you walk into it. Lame.

The boss is Tokka, the mutant turtle. He'll punch at you if you're in close, so wail away with jump kicks and special attacks. He'll go down in no time.

Wednesday, December 23, 2015

The TMNT Opening - In Japanese!


This was always one of my favorite non-English openings.

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 3 of 6


This is where the game gets hard.

Scene 5

Going underground dudes! This dangerous sewer leads to the Technodrome.


Watch out for the pipes on the walls that explode.

The flying robot bugs are really annoying. If they dive towards you, stay away. They'll explode upon hitting the floor.

Once you start really treading water, you'll meet up with the Mousers. Do yourself a favor. Just stand next to the hole in the wall they come in and keep swinging. That way, you don't have to deal with the bite attack they have if you get too close to them.

Some of the purple Foot Clan soldiers will now have a slide attack. They'll jump a good distance before they do the actual slide, and it can be quite annoying as they can use this attack to cover a lot of ground.

The mid-boss here is the Mother Mouser, which is controlled by a Foot Clan soldier. This one isn't too hard. Get within striking range (but not too close) and keep swinging at it. If you're at the right distance, you'll be able to attack it and any of the Mousers that come out of its mouth. No super attacks necessary.

In a rather quiet room where you can refill on health, you'll face Leatherhead. If you hit him three times, you'll knock him back a little bit. This is the perfect time to hit him with a super attack. He has a spinning tail attack that makes him invulnerable as he's performing it, but as long as you alternate between regular strikes and super attacks, you'll be okay. He's also got a gun that shoots three-way shots, so don't give him any real amount of range, either.

When he's close to death, he'll have an even longer spinning attack. This is your chance to let loose with the supers.

Scene 6

Let's find April! Then we'll find that bogart Shredder.



Welcome to the Technodrome.

The cyborgs will step back a bit and shoot at you, but strangely that's the only attack they have. They can also fire in the air, too, which can make them amazingly dangerous if you're going to jump kick them to death.

Those three-legged robots with the ability to shoot energy waves at you are back. They're  rolled up into balls, but after breaking it in two, you'll have to fight two of them at one time.

The pink Foot Clan soldiers with the spears are now on hoverpads. Beautiful. Hitting them once will knock them off.

Use regular strikes on the Foot Clan soldiers that come out of the floor panels. You'll be able to finish them off all at once.

The television screens send those flying bug-like things with the helicopter blades at you. They'll fly around and fire lasers at you from above. Take them down with jump kicks.

The blue rock soldiers will get in close and try to punch you. Using your stab-and-throw move is your best bet, since you'll have slightly more range. You can also mow them down with a super attack if necessary.

Once you get on the conveyor belt, it'll start moving you forward. Jump over the beams that move back and forth to avoid getting zapped. If a beam is clearly on the upper half of the screen, don't even bother trying to jump over it, as you'll jump right into it instead. The laser beams will be on three levels - low, middle and high. Once you get used to where the three height levels are, they'll be easier to avoid. Stand underneath the middle and high level beams, and jump over the low ones.

The mid-boss here is Rahzar. He'll slash at you with his claws and also try to freeze you with his ice breath. Criss-cross this guy with jump kicks and use your super attack when necessary.

The boss is Shredder. He will slash and charge into you with his sword, and he can jump off the wall and kick you on the way back down. If he lands the charge attack, he'll throw you the same way you can throw enemies with your weapon. Sidestep when he does that wall kick, and use your super attack on this guy a lot.

Tuesday, December 22, 2015

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 2 of 6


We finally make our way to the airborne island of Manhattan, but what dangers await us?


Scene 3

Watch your step along the bridge of danger.


It's pretty obvious that you shouldn't fall into those huge gaps in the road that were created during Shredder's literal taking of Manhattan. You can, however, toss any bonehead who is stupid enough to get in front of you over your head and straight down into the abyss, immediately taking care of them.

The big black balls are back, and just like last time, they come straight at you. Jump over or step away from them.

The rock soldiers carry guns that they use to shoot at the floor, and not only do they barely bounce back upon being struck, you can't lift them over your head, even though you can use that stab three times to kill them. I guess that underground army we tangled with in the last few TMNT games I've covered wants to join in on the fun again.

Watch out for the monster trucks, as Rocksteady throws grenades out the window, making the vehicles a double threat.

The pink Foot Clan soldiers have javelins in their hands, and they'll be happy to have the chance to toss them at you if you give them the chance...and the range.

The blue Foot Clan soldiers that toss the big iron balls at you also make a return appearance from the second game here. Of course, once they throw that ball, that's all the ammunition they get, so avoid the ball and treat them like a normal enemy afterwards.

The rock soldiers wielding the steel construction beams in their hands like a baseball bat can be easily crisscrossed with jump kicks, as they'll swing at you immediately after you hit them...and they pack a punch!

The white Foot Clan soldiers with the pinkish gloves carry whips.

The mid-boss here is Slash, the evil Ninja Turtle. He'll slash (no pun intended) at you with his sword, and he has a spinning attack where he bounces off the sides of the screen in an attempt to smack you around. Avoid him when he spins around on his back.

Once you beat Slash, you'll get an opportunity to heal yourself with some pizza. (Cool!) You'll then see the rather desperate yet innovate attempts by the Foot Clan to make sure the third time is a charm for them, such as the blue soldiers trying to crush you by walking on the iron balls, rock soldiers with bazookas that can both shoot at you and smack you with their weapons, and powder blue Foot Soldiers that throw weights at you.

The peach Foot Soldiers try to dive at you. It's pretty easy to see when they're going to do it, as they quickly back away prior to their special attack.

You have to fight Bebop again at the end. This time around, he has a mace spinning around on his head, and he'll kick you if you get too close. Whack him with your jump kicks and super attacks.

Scene 4

New York has been destroyed! Meanwhile Manhattan is suspended in the sky.


You're not going to have a lot of breathing room at the very beginning of the stage, so be careful at the outset.

Once again, Foot Clan soldiers throw manhole covers at you, and the manholes themselves are obstacles you have to avoid. (Do floating islands even have underground sewers? You would think they do...)

Anyway, the first section is pretty nice. You'll be going through the city before entering the park area (which includes Foot Clan soldier statues that come to life) followed by the subway entrance.

The cyan Foot Clan soldiers throw barrels at you. If the barrels hit you, you'll be trapped in them for a few seconds.

The second section is the subway. The light blue soldiers will be running side by side, zapping out a force field between them that will electrocute you if you touch it. Jump kick one of them to break the chain, then treat them both like normal enemies.

The boss here is Dirtbag. He'll hit you with his pick and shoot a beam at you from his hard hat. Smack him with your special he's moving around, and when he gets his pick stuck in the ground, whack him an extra time.

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 1 of 6


Co-op time!

The game was released in Japan as Teenage Mutant Ninja Turtles II and was marketed there as a home-only sequel. Nice.

2 Players A allows you to hit each other. 2 Players B does not.

Anyway, Shredder has kidnapped April O'Neil. Again. He's also taken Manhattan...literally!

Scene 1

Let's go Turtles! The start of a long, hard battle is beginning.


The controls are still the same, but if you press Down and B at the same time, you can toss your opponent over your head and do more damage than usual. It's really nice. You do have a super attack, but it costs energy to use.

The peach-colored Foot Clan soldiers throw sand at you, while the red ones throw shurikens and the orange ones throw boomerangs.

Watch out around the three signs that say "Beach." They'll come down and hit you if you're in front of them when they fall. You also don't want to fall into the holes the Foot Clan soldiers make when they come out of the floor.

The boss here is Rocksteady. You definitely want to get a shot or two in before moving away. Use your super attack against him, especially while he's charging at you. Rocksteady can kick and run at you much like he did in the last game, and he can also shoot at you.

Whenever you lose a life, you can choose between one of the four turtles again, which is rather nice.

When you beat a scene, you'll get a bonus depending on how long it took for you to clear it.

Scene 2

Cowabunga dudes! Let's ride the wave back to Manhattan.


After you take down some Foot Clans soldiers, you'll see a lot more jumping in and out of the ocean. You definitely don't want them to run into you as they do this, since you'll be knocked to the far left side of the screen. If you can jump kick any of them for extra points, that'll be great.

When you start fighting Foot Clan soldiers again, you'll also have to contend with spinning disc-like robots that can electrocute you to the touch. You can destroy them, but it's also best to stay out of their way and jump straight over them depending on what you're doing at the time.

The blue Foot Clan soldiers on the floating cockpits can be tricky. You definitely want to stay out of the way of their machine gun fire as you jump kick at them. They'll lower themselves whenever they swoop down and fly at you, firing their machine guns all the way, which makes jump kicking them easier.

You'll receive an extra life every 50,000 points.

You'll eventually reach a submarine. This will be the second section of the scene. Yes, you can fall off of the side...so don't.

The turrets on the submarine shoot fireballs at you, and they can pack a punch. Take care of the Foot Clan soldiers first before you take these things out, as they can take a bit of punishment before you can ultimate destroy them. The machine guns that pop in and out of the ground are much easier, thankfully.

The white soldiers are back, and they carry swords just like they did in the last game. The light blue soldiers throw knives in two directions, one of them in the air. Be careful as you get near these guys.

The boss here is Groundchuck. His charge attack is extremely fast, and he can cover the entire screen in a matter of one or two seconds. Wait for him to be stuck in one of the two sides before wailing at him. When you damage him enough, he'll rip one of the pipes out of the wall in the background and swing it at you. Super attacks will win the day here.

Monday, December 21, 2015

Panzer Dragoon II Zwei - The OST


Here's the entire soundtrack for the second Panzer Dragoon game!

Diniz Games plays Panzer Dragoon II Zwei - Part 5 of 5


Enjoy your ending.


After you beat the game, wait for that last screen to fade out. You'll get what rank you are. If you destroyed all the enemies, you'll get the rank of "Winged Death" and you'll unlock some stuff in Pandra's box in Option Mode.

Sunday, December 20, 2015

Diniz Games plays Panzer Dragoon II Zwei - Part 4 of 5


We've made it to the Ancient Ship, and we can fly high in the sky now! But the best is yet to come...

Episode 6

Your first enemies will be tanks and turrets that are scattered across the ship...aside from the aerial support troops, of course.

You'll be shooting things down in the ship for a little while, but then you'll make it to the side of the ship and start destroying everything in sight...especially the wings! Take this as an opportunity to let lose with your super attack when the bar for it is full, as it definitely makes causing havoc here a lot easier!

Once you fly around in the tunnels again, you'll be below the underside of the ship, taking down enemies until you reach a blue cone at the end. Shoot the cone down and you'll meet the boss. This thing will send a lot of lasers and missiles at you, but if you've filled up your super bar to maximum since the last time you used it, it'll definitely put a big dent in it!

You'll have to fly around in a circle to avoid the green lasers and fly around in random directions to avoid the orange ones, but this boss isn't too terribly hard if you've let loose with a full super attack.

Last Episode

It's time to take on the final boss - a Dark Dragon of sorts.

You definitely want to avoid that spray of green stuff that the boss shoots at you at the start of the battle, as it can cover the entire screen and can make seeing things in front of you tough if you're being bombarded by it.

The boss will also shoot out a large salvo of missiles, and you definitely want to shoot all of these things down.

After shooting that green stuff at you again, it'll start shooting a large salvo of blue fireballs at you! If you have a super attack at this point in the boss's pattern, start using it as you avoid all that firepower, as this is probably the best time to use it. Flying around in a circle helps when avoiding the red lasers that come after it.

When you destroy it, you'll find out there's a second form. It is really fast, so take it down with a good combination of both regular and charged shots as you keep an eye on it, and for the love of God do not let this thing run into you. Fly around in a circle to avoid the fireballs it shoots at you.

When you've beaten this thing, you've won!