Sunday, January 31, 2016

PrinceWatercress plays Panic Restaurant - Part 1 of 3


Fun fact: this game was released in Japan as Wanpaku Kokkun no Gourmet World, and the chef was a young man instead of an old man. (They obviously changed him for the Western audience.)

The old man attacks with a frying pan, but the young man attacks with his head. Yes, the pan is a chef's hat and he headbutts sentient food. That is hardcore.

Anyway, this game came out late in the NES era...and it's really hard to find in cartridge form and fetches rather high prices as a result. To add more sensationalism to this: the game is actually good.

On with the show.

Stage 1 - Appetizer

The game begins with our hero (some unknown chef) minding his own business when a bunch of fruits followed by a giant pumpkin with a face fall on him. The sky flashes, then another chef who looks like Waluigi whose name is Ohdove (a reference to hors d'ouevres) shows up and forcefully takes over his restaurant. Then our hero gets chased by a sentient, cooked chicken with no head. What the hell.

Anyway, we see the level start screen, complete with a picture of the restaurant, and we begin.

The enemies here - running carrots, jumping French bread, and sentient cooked chickens - at the beginning are pretty simple. Just whack them with your frying pan when they come into view. The spoon replaces your frying pan, and it has a marginally longer hit radius. It's also pretty powerful. Of course, if anybody had a giant spoon, it would hurt no matter what.

Enemies will drop coins when you defeat them. Grab them, as you'll need at the end of every stage.

The piece of candy replenishes one heart on your health, though you probably won't need it at this point in the game unless you got hit somehow, which would be epic fail.

Behind the first door is a giant popcorn popper. This is your first boss. Whack it so it stores heat like a pressure cooker, then after the third hit, avoid the popcorn kernels it shoots out of its head. When you destroy it, grab as many coins that come out of the mini-boss as you can. The more you grab, the better.

When you beat the popcorn popper, you've cleared the first stage. That was quick. You'll get a bonus for how much time you have left on the clock.

Bonus Stage

It's a slot machine. Put more coins in to get more lines on the slot machine, then spin it and see if you get anything. The rewards are at the top of the screen, and you can increase your maximum health as well as earn extra lives here.

You can get up to four hearts for your life bar.

Stage 2 - Soup

You'll be riding dumbwaiters while taking on rolling pizzas and pudding dishes with feet. The enemies start getting crazier, even if they don't really get any harder.

If you climb the ladder to the roof, you'll find a mini-game. Catch the fish for points. Avoid the bombs so bad stuff doesn't happen. Do you need any more explanation than this?

The onions require two hits to destroy. The first hit, it breaks apart and starts moving. The second hit, it dies. The apples are jerks. When you get close enough, they'll hop high into the air and split into four pieces that come down at you like knives.

The lollipops increase your health by one heart and refill all your health.

The chandeliers send lightning bolts to the ground. Wait for them to shoot out the lightning bolt, then continue on your merry way.

The giant wok makes you invincible as long as you have it. Run around with reckless abandon and take out all the enemies. When the music stops, you'll stop spinning and the giant frying pan on your head disappears.

The fork is a giant pogo stick. You can jump on enemies, but take care to jump dead center on the enemy you're trying to kill, or else you're going to lose it. Touching the sides will cause you to lose it, and taking damage will cause you to go back to the frying pan. Yeah, that's pretty unforgiving.

The boss here is a giant microwave that grabs chickens, hops around, and then sends the chickens at you like underlings. Smack the microwave around and take care of the chickens. That's it, really. When you kill the microwave, the chickens go to heaven with little halos above their heads. Poor chickens...

Clockwork Knight - The Longplay


Because why not?

Saturday, January 30, 2016

ScottishDuck17 plays Clockwork Knight - Part 8 of 8


More repost, and then the ending, which I'm not going to spoil.

Also, if you're playing on Hard, you'll still get the same ending.


Final Boss

If you're on training mode, you won't get this boss. If you're on Normal or Hard, congratulations. Welcome aboard!

The boss here is a television set with a bunch of claws. Attack the claw that comes down at you, and you'll finally make the boss angry. He'll try to kill you with his face (don't ask), and a can of pencils will come down. Push (or pull) the can of pencils around so that the TV attacks it, and you'll do more damage to it. He'll then attack you with two claws that come down. Attack one of them. He'll do the face strike thing again, and after another hit from a can of pencils, the two claws will rotate in a tight circle. Hit one of them quickly! After the third pencil strike, the claws will hide in the background, then come out and come down at you. Destroy one of the claws and stick it to the boss (pun not intended) with another can of pencils. The claws will come down on both sides of the arena and come at you in a pincer attack. Hit one of them, then it's pencils time again. After that, it's the same claw attack as last time. One more hit and it's over.

After this, you reunite with your knight friends, Soltia sings, and...yeah, I'm stopping right there.


ScottishDuck17 plays Clockwork Knight - Part 7 of 8


Reposting the entire boss strategy plus what happens afterwards, because it's a lot better if I did.


Attic

Level 3

The boss here is almost a clone of the second boss, much like the third boss was a clone of the first. You'll have to hit him in the chest again, but instead of flying around, he jumps around, lowering parts of the platform as he goes. Keep going to the left, hitting him in the chest whenever you can and avoiding both his punch and spin attacks, and when he jumps to the leftmost end, run under him as he's in the air.

From this point, he'll keep jumping around until the entire platform you and he are both standing on is destroyed. Get in as much damage on his chest as you possibly can. When you reach the floor below, the boss will fall apart and lose his head, but the rest of him will revolve around that chest cavity that he has for a weak point. Throw his head at him as the parts start to float towards the chest cavity for a few free hits, then grab the head and stay away from the guy. When his parts are all in a perfect halo, wait for that halo of robot parts to go vertical before throwing his head at his former chest cavity, as you want to throw the head at it when it's exposed. 

After this, he'll try to follow you around and try to crush you with the remainders of his tattered body. Keep dashing, so the attacks will clearly miss you, and throw the head at the cavity when it's unprotected. It will then start going up and down as it moves back and forth (hey, free hits), then the parts will move to both sides on the chest cavity and start rotating in a counter-clockwise direction (stay directly underneath the chest cavity and don't let the "arms" hit you, and run to the side when you get an opening and throw the head at the chest cavity).

For his last attack phase, his severed limbs will be gone and it's just you and the chest cavity. The chest cavity will home into you and try to damage you, and the wireframe shows where it's going to go. If you can trick it into going into the air and also go long distances, you'll give yourself some better chances at throwing the head at it, doing the last bits of damage against this thing and killing it off. You'll also be able to rescue Princess Chelsea, who was stuck in that chest cavity. 

Final Boss

If you're on training mode, you won't get this boss. If you're on Normal or Hard, congratulations. Welcome aboard!

The boss here is a television set with a bunch of claws. Attack the claw that comes down at you, and you'll finally make the boss angry. He'll try to kill you with his face (don't ask), and a can of pencils will come down. Push (or pull) the can of pencils around so that the TV attacks it, and you'll do more damage to it. He'll then attack you with two claws that come down. Attack one of them. He'll do the face strike thing again, and after another hit from a can of pencils, the two claws will rotate in a tight circle. Hit one of them quickly!

Friday, January 29, 2016

ScottishDuck17 plays Clockwork Knight - Part 6 of 8


In this entry, we take forever to kill a boss. Again.

Attic

Level 2

Enter the fourth or sixth box at the beginning. You'll enter the secret room with a zillion clocks as well as five extra lives.

Also, making your way to the end isn't really that hard. There are a few extra rooms, but this isn't really a hard level or a hard maze by any means.

The second to last room has piston-like platforms that go up and down. Watch out for both the helicopters and the honey bears on the ceilings, and take that football with you when you start jumping to the other end...you'll need it in case you accidentally run into something!

Level 3

The boss here is almost a clone of the second boss, much like the third boss was a clone of the first. You'll have to hit him in the chest again, but instead of flying around, he jumps around, lowering parts of the platform as he goes. Keep going to the left, hitting him in the chest whenever you can and avoiding both his punch and spin attacks, and when he jumps to the leftmost end, run under him as he's in the air.

From this point, he'll keep jumping around until the entire platform you and he are both standing on is destroyed. Get in as much damage on his chest as you possibly can. When you reach the floor below, the boss will fall apart and lose his head, but the rest of him will revolve around that chest cavity that he has for a weak point. Throw his head at him as the parts start to float towards the chest cavity for a few free hits, then grab the head and stay away from the guy. When his parts are all in a perfect halo, wait for that halo of robot parts to go vertical before throwing his head at his former chest cavity, as you want to throw the head at it when it's exposed. 

After this, he'll try to follow you around and try to crush you with the remainders of his tattered body. Keep dashing, so the attacks will clearly miss you, and throw the head at the cavity when it's unprotected. It will then start going up and down as it moves back and forth (hey, free hits), then the parts will move to both sides on the chest cavity and start rotating in a counter-clockwise direction (stay directly underneath the chest cavity and don't let the "arms" hit you, and run to the side when you get an opening and throw the head at the chest cavity).

ScottishDuck17 plays Clockwork Knight - Part 5 of 8


This level isn't really that hard.

Attic

Level 1


Using the spring at the beginning will allow you to get a few seconds of extra time as well as a 1-Up.

Some of the pocket watches (I think that's what they are) crawl along the ceilings. Hit one that's on the ground and carry it, and you'll be able to destroy any enemies on the ceilings by touching them with the stunned enemy.

The guys with the spiked shield back up when you get near them. Attack them so they block with the shield, then crouch and hit them with the key blade and keep turning it. There. Now you can finally kill them. (I had to look this up because I knew there was an actually way to kill them, and I forgot about their existance entirely, which is a rarity for me.)

The next room has you dealing with crushing ceilings. Stay in the lowered gaps in the floor and you'll be in the safe spots.

The dynamite will start their self-destruct sequences if you get too close, though you can hit one with your keyblade and throw them while stunned to blow up boxes to get the Imperial Crowns tucked between the boxes that you can blow up.

Thursday, January 28, 2016

The Music of Clockwork Knight

Here's all the music from the game, complete with every variation of invincibilty and stage clear music.

ScottishDuck17 plays Clockwork Knight - Part 4 of 8


We beat up a chef and get a zillion lives! Oh, boy!

Kitchen

Level 3


When the chef in the giant picks up the pan, duck down and hit him with the key blade. He'll drop the pan. Keep turning the key blade on the boss until the pan gets close to you after it moves around the room a few times. Run back and forth across the room to avoid being hit by the pan. After he stomps a few times, the pattern repeats.

Wednesday, January 27, 2016

ScottishDuck17 plays Clockwork Knight - Part 3 of 8


We enter the kitchen and not only get some slippery counter tops, but also sinks that act as small oceans. Nice.


Kevin's Room

Level 3


The boss here is some sort of Starscream look-alike. The lit-up square in his chest with the W is his weak spot. When he flies into the background, he'll send two helmeted guys out. You can stun these guys and throw them into the boss's weak spot to do some extra damage.

When he rears back, he's going to throw a boomerang. Stay away from him and jump over that thing when it comes back to him. Also, if you're close to him, he can do a downward punch, which he also rears back to do. He also has a jump that can go right over you. Just watch him, and hit him in that lit-up square with the W whenever you can. 

Every few hits, he'll fly into the background and send those two helmeted guys after you again.

When he starts flashing, he's close to death. Just a few more hits and he's done!

Kitchen

Level 1


The counter tops are slippery, so watch out if you're running! The tablecloths on the counter will keep you from sliding around.

The kitchen scale acts as a spring.

I just now remembered that the invincibility music uses different instruments depending on what world of the four you're in. (Yes, we're officially halfway through.)

Bears come out of the honey pots to throw knives at you (I think they're knives). The first set of miniature counter tops leads to a bonus room that not only acts as a shortcut, but also contains a gold winding key. Nice.

You'll have to run down the pit and jump in mid-air to get the one-up situated over the pit near the exit to the goal.

Level 2

Pepperouchau hates water. Keep this in mind, as you cannot even stand inside a large body of water. You'll have to wait for the water to lower before you can notice some things.

Also, if I remember correctly, pressing the shoulder button hides and re-shows the HUD. This explains why it disappears as ScottishDuck is panicking.

ScottishDuck17 plays Clockwork Knight - Part 2 of 8


Read on for jumping tea bags, trains, vacuum cleaners and a perfume bottle hosting a bonus game.

Betsy's Room

Level 3


The boss is some blue doll toddler carrying a giant top hat. When he picks up the hat and starts slowly ambling towards you, hit him with they key, then keep rapidly tapping B to do as much damage as possible until the hat has a mind of its own and covers him up. When it does this, move away before it covers the boss up to avoid taking any unnecessary damage. Avoid the hat as it hops around and pounds the ground, and then it's back to the beginning of the pattern.

When you do enough damage to him, the head pops out from the top of the hat and starts moving around the floor while the hat moves back and forth between the background and foreground in an attempt to squash you. Just stab the head three times and it's over.

Also, the "What?" sound when the head pops out is so unintentionally hilarious and Japanese that I nearly lost my shit. Strangely, I never found it funny in any way as a kid; instead, I just went with it. Is it any wonder that I'm completely nuts in real life?

Soltian Roulette


Bet coins and hope you pick the right box! Pay attention as you spin, and you'll be able to get extra coins and extra lives! If you get the clown head, you get nothing.

If you do win something, you can bet double or nothing and get double the rewards if you don't get the clown head.

The more coins you have, the better the prizes you can get.

Kevin's Room

Level 1


The tea bags jump around. They stand still long enough for you to stab them. (Also, why would a boy keep tea bags in his room? Explain this, Sega.)

Push the battery into the grey box (once again, they have the orange pushing man on them), then stand on the button to activate the crane. These will pick up the boxes of Hippo Cookies that block the pits, and you just might be able to find some hidden treasures in these pits if you bother to look. You'll also have to take a ride on the last cookie box. If you make a running jump on it, you'll find coins for the bonus game.

Also, if you manage to get the right letter at the goal, the music that plays is fucking awesome.

Level 2

You'll be taking the train. There are multiple trains and multiple routes, and if you know where you're going (or not), you can find the vacuum cleaner that acts as the secret exit to the next level. Just push the battery into the train, jump on the button on the top and go, go, go!

Tuesday, January 26, 2016

ScottishDuck17 plays Clockwork Knight - Part 1 of 8


Another Saturn game!

This is one of only of two games I've actually played...and beat...on all difficulties.

The game is known as Clockwork Knight: Pepperouchou no Daibouken in Japan.

Anyway, the princess has been kidnapped, and if she isn't rescued, there will be no tomorrow in the world of toys. Some of the denizes have somehow been hypnotized and turned against our wind-up hero Pepperouchau! Will our hero pull through?

Betsy's Room

Level 1


Despite what ScottishDuck does, you can turn the keyblade like a regular key but rapidly pressing B. This can be used to kill enemies that can only be stunned with a key strike, as well as open doors. You can also pick up stunned enemies by getting close and pressing B to pick them up. From there, press B again to throw them, hopefully into other enemies.

The clocks give you a few more seconds on your time, while the white coins (known in-game as Imperial Crowns) are your currency for the bonus game at the end of every world. The gold ball with the star is the invincibility power-up for the game.

Go up the elevator and go left to find a secret room. Just open the box with your key and jump in.

The bronze winding key replenishes one unit of health. Just to cover some more bases, silver ones refill your entire health meter, while gold ones do the same while adding another hit to your life meter. You can have to five gears on your health meter at any given time.

The green blocks that have a picture of an orange man pushing forward can be...well...pushed forward. You can also pull them back by holding B and moving back.

Watch out for the pink dollhouses. When they start teetering back and forth, stay away from them, as they will fall towards the foreground.

The goal has you completing the word "Clockwork" with one letter. If you can hit the correct letter, you'll get an extra life.

At the end of every level, you'll get a time and life bonus.

Level 2

The alarm clocks throw gears at you. Wait for them to stop attacking before throwing something at them or hitting them with the keyblade.

If you can run past the whole sets of boxes that fall down shortly after the beginning, you'll be able to take the low road and get the 1-Up, signified by a gold helmet with a blue face. A gold helmet with a red face signifies a 3-Up.

The blue clown cans actually have to be winded up to be killed, but they make good ammo against the alarm clocks if you want to take them out in one hit. Just stun a blue can clown, grab it and throw it.

The boxes with the punch gloves that smack the floor move back and forth into the background. Also, you'll see the first appearance of the gold winding key.

To get the invincibility power-up between the two sets of pushing blocks, just push one of the sets, then grab the power-up by striking it with your key. (This hint is from the instruction manual, by the way.)

The blue books with "The Space Odyssey" on the spine move back and forth. If you block their path with the push blocks, they won't be able to move at all!

Classic Game Room reviews Gradius


A great review for a great game...

Monday, January 25, 2016

Reinhard Klinksiek plays Gradius


Alright, let's cover the last level already.


Before we do that, though, he're some interesting stuff that will make you consider watching the whole video. One, this person makes the whole game look easy. Two, the red things with the tentacles can actually be destroyed...and quickly, too, if you've got the Laser and both Options in strategically placed locations to pile on more lasers at once. Three, a lot of the hidden stuff, including hidden points and 1-ups, are found here. Check out the whole thing before the last level. You won't be disappointed.

First of all, you're best off using the Double for this level, and the Laser for the boss? Why? Because this way, you can easily make your way through the level, especially if you have the two Options with you. The second shot in the Double shot actually arcs upward, a perfect compliment to the Missiles. With this, you can easily destroy anything that's running around on the ceiling that's aiming for your ship.

The boss is some sort of brain. Keep shooting at it with the laser, and you'll eventually flee the enemy base and beat the game! Congrats!

The English version says "Congratulations," but the Japanese version says "Kangeki! Let's go next zone!" You then start the game over.


TheKnightofNee plays Gradius - Part 3 of 3


KANGEKI! LET'S GO NEXT GAME!

Those red balls with the blue tentacles are indestructable, but if you shoot at them enough, the red balls shrink a little bit, making them slightly easier to avoid. If you're actually crazy enough to do, you can shoot the tentacles down and destroy them.

You'll meet more of these and some without tentacles, followed by that blue ship again.

Hope you have two Options for the next level, as you'll need them to break through the lattice-like fields in your path. The laser combined with the two Options makes this a lot easier.

The boss here is not that blue ship again. Instead, it's some alien thing that shoots all these red balls at you. Stay close to the center and fire at it. You'll need two Options and the Laser for this, so you can break through all the firepower as you shoot this thing down. Having "??" here helps. When you destroy this thing, you'll go on to the next level.

Tune in next entry for the final boss.

Sunday, January 24, 2016

Gradius Famicom Commercial


Sure, why not?

TheKnightOfNee plays Gradius - Part 2 of 3


Hey, Maoi heads!

The blue thing that shoots at you before the third level has indestructible shots. Good thing you can kill the ship itself.

Next up: Maoi heads! Yes, the Maoi heads that have been so well known throughout the history of the series! These things shoot ring-like projectiles that home in on your current position at the time of launch, so you'll have to make with adept shooting as well as some adept evading, as they can be pretty nasty if you're near multiple statues.

When you make it to the boss segment, you'll deal with that blue thing you saw before the Maoi head field as well as all of its clones. You'll usually have to deal with two on the screen at any given time, and there's about six of them in all. Beware, as they can move back a bit when you try to move past them! It's better to evade here than to shoot at them until they're destroyed, as you could accidentally back yourself into a corner and get yourself killed if you try to go toe to toe with them. You'll then deal with that big, blue stupid ship you've seen in the last two areas.

If I didn't know any better, I'd say the next area is just an upside-down clone of the first one. For the volcanoes, stay at the lower-left corner and keep shooting. BLUE SHIP YADA YADA YADA

Saturday, January 23, 2016

TheKnightOfNee plays Gradius - Part 1 of 3


It's about time I covered this game.

Anyway, the power-ups are as follows:

Speed Up - Makes you speed up.

Missile - Missiles that fall to the ground and destroy things there.

Double - Gives you a double shot.

Laser - Changes your shot to a laser.

Option - This gives you a little fireball-looking thing that follows your every move and shoots when you do. This basically doubles your ammo and shoots enemies above and below you, assuming you've got them positioned right. You can have up to two.

?? - It's a shield! You'll be protected from shots that hit you directly in the front. Your sides are still wide open, though, so don't do anything I wouldn't. Also, be sure to recharge it when it turns red, as it's just a short bit of damage away from being deactivated.

You won't be able to hear sound until the beginning of the music that plays between levels ends. Gee, Konami knew what they were doing with the music even in 1986!

The red enemies contain the power-ups. They're these little squarish icons with the red circles in them. The more you collect, the further to the right you'll go on the list at the bottom of the screen. Just collect enough to get the one you want, then you'll be able to select it at the push of the Select button.

The things that look like power-ups but have blue circles instead of red are bombs. Touch one, and you'll destroy all the enemies currently onscreen.

When you reach the volcanoes, stay to the upper right. From there, keep on shooting and you'll be able to shoot down some of the rocks. The boss you fight afterwards isn't too bad, either. Just keep shooting at him and avoid the missiles he sends at you, and you'll do fine.

The pink balls in that maze of turrets can be shot down easily. Just be sure you've shot them all down before you pass through.

Those blue squares that come at you show up in packs of five, but when you reach the boss area, they'll also be coming from all over...and in greater numbers! You'll have to manuever around like there's no tomorrow (and having a few speed upgrades helps), then you'll meet that thing you killed in the first level. Again.

Here's your crap ending.

Enjoy.

Friday, January 22, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 19 of 19


We're done with this thing? Again?!? Well, hot damn!


To beat the final boss, avoid the bananas, cheese wheels and oranges that the Two-headed Queen Woolie throws and jump on her head. Keep on gliding and you should be able to destroy her in no time.

Also, thanks to ulillillia, I now know she takes six hits to kill.


ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 18 of 19


Finally.

Chapter 16: A Farewell to Woolies
(continued)



Here's how to get through this place, courtesy of GavLuvsGA's walkthrough:

Go up the ramp and kill the Woolies (how come they need spacesuits and Bubsy doesn't???) There are a few overhead missiles watch out for. At the end of the corridor, go up and head left, entering the teleporter like you would a door. In the next room activate the restart point and jump over the flashing red chamber - its deadly. At the end of this corridor is the first bubble gun-toting Woolie. You need a well timed running jump to kill this one, then take out the spaceship and enter the teleport. Jump over to the switch and immediately jump back. Enter the teleporter for the final special stage. When you leave the stage, enter the telporter again and return to the chamber you couldn't enter before. The red light is gone so you can go in. Continue on through the teleport again and drop down the hole; head left using springs for a Wool Gas Matron and then glide down to the next switch. Go right and use the spring to enter the next section of the spaceship and kill the Woolie and hit the next switch (on the left). This allows the next teleporter to be accessible. Run right and jump on the floating blue platform. Before it falls away, take out the spaceship and the Woolie and then collect all the yarn balls. Enter the teleporter after hitting the switch that opens the way ahead, but unfortunately brings three Woolies out of cryogenic suspension. They have lightning guns which they will attempt to kill you with. Once you've killed them collect all items and then head upwards, avoiding stray cheese and kill some more lightning gun Woolies.  Enter a teleporter, which takes you to a room containing a restart point. Re-enter and you will reach a room with some tacks and a yarn crate; the teleporter will then take you to a room with a Woolie and Wool Gas Matron. In the next room, head right and down, killing a Woolie with a lightning gun, then drop down. Kill the spaceship and jump on the moving platform, killing the Woolie with the bubble gun, and his companion and pulling another switch to allow you to progress. Make your way along the corridor, taking a detour to get a 2 up, guarded by a Woolie with another bubble gun. Kill two more and enter the last teleporter, then hit the last restart point. Ahead are three Woolies, at different levels - two with bubble guns and one with a lightning gun, whom you must take out individually buy jumping just high enough, then gliding (to avoid being hit by the one above). Then run along the corridor, killing spaceships. Get the 1 up and face the final boss.

Thursday, January 21, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 17 of 19


Finally, we're about to finish this game off!


Chapter 15: Lethal Woolie

"Somebody dial 911!"

Not only will you see less hornets and more spiders near a small web, you'll also see bamboo platforms strung around the level. They'll even make up a small, Woolie-infested maze that you'll have to ease your way through.

You'll also be seeing vine bridges. Talk about saving the best for last.


Also, if the tree frogs touch you, you actually lose some of your yarn balls. You can pick them up, but it's like getting your rings back in a Sonic the Hedgehog game - don't expect to get them all back.

The two saucers have a red yarn ball and a yellow yarn ball. Stay in the air and glide. If you're lucky, you'll take these guys down and you won't have to worry about the giant yarn balls they drop that roll across the ground like boulders (and sadly, you can't collect these yarn balls). They also drop enemies such as spiders, flies and bees, too.

Chapter 16: A Farewell To Woolies

"Whoa! Are you still playing this thing?"

Yes, because I have no control of my life at this point.

Here were are: the Woolie mothership!

The Woolies here wear space helmets. Some of them also stand still and fire bubbles out of a gun every few seconds.

The yarn ball UFOs fly in patterns other than back and forth here, so watch out.

The teleporters are used just like the tunnels. Just press Up to be zapped to the other end.

Remember the areas that flash red in the Genesis/Mega Drive version? Turns out, they were red water that looks like lava in the Super Nintendo version, and I never mentioned it last time because I forgot all about that little detail. Once again, you can't enter them or else you will melt because of the immense heat. (At least these sections make sense now!)

Here's how to get through this place, courtesy of GavLuvsGA's walkthrough:

Go up the ramp and kill the Woolies (how come they need spacesuits and Bubsy doesn't???) There are a few overhead missiles watch out for. At the end of the corridor, go up and head left, entering the teleporter like you would a door. In the next room activate the restart point and jump over the flashing red chamber - its deadly. At the end of this corridor is the first bubble gun-toting Woolie. You need a well timed running jump to kill this one, then take out the spaceship and enter the teleport. Jump over to the switch and immediately jump back. Enter the teleporter for the final special stage. When you leave the stage, enter the telporter again and return to the chamber you couldn't enter before. The red light is gone so you can go in. Continue on through the teleport again and drop down the hole; head left using springs for a Wool Gas Matron and then glide down to the next switch. Go right and use the spring to enter the next section of the spaceship and kill the Woolie and hit the next switch (on the left). This allows the next teleporter to be accessible. Run right and jump on the floating blue platform. Before it falls away, take out the spaceship and the Woolie and then collect all the yarn balls. Enter the teleporter after hitting the switch that opens the way ahead, but unfortunately brings three Woolies out of cryogenic suspension. They have lightning guns which they will attempt to kill you with. Once you've killed them collect all items and then head upwards, avoiding stray cheese and kill some more lightning gun Woolies.  Enter a teleporter, which takes you to a room containing a restart point. Re-enter and you will reach a room with some tacks and a yarn crate; the teleporter will then take you to a room with a Woolie and Wool Gas Matron. In the next room, head right and down, killing a Woolie with a lightning gun, then drop down. Kill the spaceship and jump on the moving platform, killing the Woolie with the bubble gun, and his companion and pulling another switch to allow you to progress. Make your way along the corridor, taking a detour to get a 2 up, guarded by a Woolie with another bubble gun. Kill two more and enter the last teleporter, then hit the last restart point. Ahead are three Woolies, at different levels - two with bubble guns and one with a lightning gun, whom you must take out individually buy jumping just high enough, then gliding (to avoid being hit by the one above). Then run along the corridor, killing spaceships. Get the 1 up and face the final boss.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 16 of 19


Just like last time, the game becomes more visually pleasing as you make it further up the treetops. It's like the game is actually thanking you for your patience and hard practice after a zillion chapters.

Chapter 14: No Time To Paws

"What? And give up show business?"

You start at the bottom left corner of the level, in case you wondering. If you go past the lowest point, you will fall down a bottomless pit.

You may have to go down at times as well. Remember to use those bouncing yarn balls as a guide whenever necessary, and always look around! Be sure to use the L and R buttons so you can look to the sides, too, because they'll definitely prove useful here!

When you see the bamboo in the foreground, you're getting close to the end.

The goal is in the center at the other end of the chapter.

Wednesday, January 20, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 15 of 19


We go from Sonic to Mario for the second time in a series of chapters that I'm pretty sure only I want to revisit. Then again, if you've been reading the blog for this long...


Chapter 13: Eye of the Bobcat

"That's it! I'm out of here! You can't make me..."

Welcome to the Jungle, the last area before you finally take on the Woolie mothership.

Here, the goal isn't just to make it to the right, you'll also have to make it to the top, too. Finally, the game stops being like Sonic the Hedgehog...somewhat.

Enemies include Woolies on planes (which you can hijack once you unseat the pilots), spiders that jump around, light bulb bugs, tree frogs that are really fast, and bees that fly around in circles as if to say "Betcha can't hit a moving target."

Keep in mind that if you see what looks like a hornets' nest, there are bees nearby. Also, a small dark grey spider web will indicate that there are spider(s) in the vicinity.

The Woolies here finally have the safari hats on.

You can jump off the center of the spider webs to bounce higher.


I swear, the tree frogs look like they're derping whenever they walk. As a matter of fact, if you want to make your own tree frog .gif, go ahead and use this enemy sprite sheet by Dolphman. You're welcome.

Also, go left from the goal to find a 2-up.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 14 of 19


Finally, a mercifully short video.

Chapter 12: Claws For Alarm
(continued)

The boss here is a yarn ball saucer with a blue yarn ball (which is apparently yellow and bronze again here). Since you're fighting this thing on a raft (that you can't control), there's a giant chance that this will be the hardest boss fight in the game for you.

The raft will go from left to right, and all the while, the saucer will move around like normal, shooting out bombs that will slowly destroy your raft. You can destroy the bombs by jumping on them, but you're better off staying in the air with your glide and (hopefully) getting three hits on it in one quick swoop while you can.

When you defeat the boss, the raft will automatically home in on your position on the way down so you don't accidentally fall into the river. Next stop: the jungle!

Tuesday, January 19, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 13 of 19


Not only does the second chapter of the river sections start throwing in the new gnarled, lifeless, spiky trees, but we also see a place in Chapter 11 where you can use a cheese wheel kicker near the top of the level and glide off his ammunition and trigger a drawing error where you fall through the floor...if you're good enough.

Chapter 11: Rock Around The Croc

"Next time, I get a stunt cat!"

This time around, there is more space between the ground level and the river. Of course, this also means that if you drown in the river, your screw-up is more magnanimous.

The dark, gnarled leafless trees will deflate Bubsy in a heartbeat, so don't even jump into them.
There is always going to be one switch that lowers the river. The rest give you extra time in the deeps in you run into them. The real one here has an arrow pointing left and down next to it.

I also finally found out how to get that Continue that's surrounded entirely by those gnarled trees. Turns out, you'll have to drain the water and then enter the door that's at the bottom of the riverbed. If you can reach it, you'd better get in there. From there, you'll instantly make it to the continue. Enter the door again, and you'll get the bonus area.

Chapter 12: Claws For Alarm

"Is there a veterinarian in the audience?"

Please, if there were one reading this blog, then that'd be proof enough that they have too much time on their hands.

ulillillia does a lot better here, at least for the amount of the level that we see in the video.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 12 of 19


At this point, you're better off being in the middle of a whole game played in one sitting...or with save states. This is where the difficulty really jumps.

Chapter 10: Beavery Careful

"Hey, I didn't write this stuff!"

Welcome to the River levels. Here, you'll be riding rafts, dealing with turtles in both the water and the air, playing with water slides (again), and praying that the crocodiles don't eat your ride.

First of all, don't land in the water. It's a long way down to the bottom where you'll drown and lose a life.

The turtles will push your raft back. This makes it easier for you to kill them.

You're seeing that right. There are geysers around here. You'll be taking rides on those things as well.

The trees with the eraser tops bounce you higher, much like the trees in the Village area.

While you're riding the raft, you'll also be dealing with starfish that jump up and float down.

The beavers chuck nuts at you. Wait for them to fire before taking them on.

The Woolies here wear those Elmer Fudd hats. I forgot what they're called.

Anyway, the sharpened tree stumps are obviously spikes.

Other enemies in the water include both more spikes and eels with a horn on their heads. The eels will ram your raft and try to knock you into the river. Destroy them before they can destroy you!

The skies aren't very friendly either. You'll be dealing with red flies (and their maggot offspring that come out whenever you jump on one) and flying fish.

If you're lucky, you'll be able to find the switch that drains the river. This is great, as you'll be able to run around wherever. Sadly, if you die, you'll have to hunt it down again to reclaim freedom of movement. Also, the water won't be drained for long, and it'll come back up after a few handfuls of seconds.

Monday, January 18, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 11 of 19


Once again, we're at the point of no return when it comes to the game's difficulty!


Chapter 9: Dances With Woolies
(continued)

You know that area where you have to deal with both the cow skull spikes on the floor and the spike things that stare at you from the ceiling that you can't destroy normally? Well, if you make to the left wall, you'll get a 2-Up. That's not all, folks! Go to the platform before that wall and you'll be able to enter the ceiling. You'll get the path to the yarn ball crate as well as the entrance to the bonus area.

The boss here is an actual flying saucer. It's grey with a green yarn ball for a visor. It moves back and forth in a half-circle, and holding the glide button down to stay on top of it is anything but easy. This thing spawns Woolies in space helmets, and if you fall to the bottom, you'll have the extraterrestrials to contend with.

It takes four hits to kill this thing, and if there's any Woolies onscreen afterward, you'll have to kill them, too.


Congratulations. You're about to tackle something even more taxing...the river stages.

Bubsy - The Cartoon - Pilot (with annotations)


So here's something I didn't know about until stumbling onto YouTube: a cartoon pilot for Bubsy. There was only one episode - this pilot - and as far as I know, nobody picked it up. At least Rob Paulsen voices the titular character, though. Most of the supporting protagonists and the main villains from this episode come from Bubsy II, which has been eclipsed in popularity (and talked about in classic video game circles-ness) by the original game.

Sunday, January 17, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 10 of 19


Another blog entry, another chapter.

Chapter 9: Dances With Woolies

"My contract does not mention paint!"

This is basically more of the same for the train section. Don't ask me why there's a prairie dog jumping around in the smokestack just like in the last chapter, because I obviously couldn't tell you. Same with the giraffe in the prairie dog hole and the sand shark in the train car. At this point, the whole desert area starts making less sense (as if it did, anyway).

Also, there's an invincibility shirt to the left of the prairie dog staircase above an orange platform above some some spikes. Grab it, make it back there, then hit all the prairie dogs before hitting the sand shark. You'll get 1500 points off the sand shark.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 9 of 19


You'll love this video. Here, you'll see some interesting shortcuts for the canyon half of the second desert level.

Chapter 8: A Fistful Of Yarn

Once again, the cheese wheels will definitely come into good play here. If you've somehow managed to make one of the orange platforms fall, don't be afraid to do a glide jump off of a cheese wheel, especially while it's falling. The places you'll go by going to the left or right during that major hangtime can surprise you. You'll find some Wool Gas Matrons and Yarn Balls here and there, as well as extra lives and a Black T-shirt.

Saturday, January 16, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 8 of 19


Stuff.

Chapter 7: The Good, The Bad and the Woolies
(continued)

If you use the door that's in the air that's sitting on a platform with an orange phoenix on it, go in there. Push the crate to the spikes to get the Continue, then go back into that door to enter the bonus area.

Also, in case you can't tell, the music you hear when you complete a chapter changes in terms of what instruments are being played. It usually matches the instruments you hear in the section of the game that you're currently in.

Chapter 8: A Fistful Of Yarn

"Go ahead, make my day."

Once again, there's quite a few extra lives and yarn balls to get here.

The lizards that run around are fairly quick, but running is all that they do.

Be sure to look around the engine to find some hidden pick-ups.


Once you're in the canyon, go left at the start to get extra yarn balls, including a yarn ball crate. Be sure to look around while you're here, as there are a lot of extra lives to collect in this section (and I mean, a lot).

As you're running around in the canyon here, you'll meet a new enemy: sand sharks. Yes, we have sharks swimming in sand. They're pretty easy to defeat, though. They'll show they're face when they come close to you, making it easier to jump on them.

Also, that door below the upper-left corner of the canyon area? It's a bonus area.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 7 of 19


The music is much better for the desert levels this time around.

Chapter 7: The Good, The Bad and the Woolies

"Well, it worked for Clint."

Well, the blue yarn balls look blue this time. Also, the Woolies wear Conductor Hats.

Welcome to the Canyon area! Here, the three levels are split off into two sections. First, there's the train, where you have to make it all the way to the front of the car, hit the switch and stop the train. You'll then enter the canyon and make your way to the goal from there.

Explore each car carefully as you explore. There'll be some extra pick-ups and yarn balls for those who scour the trains closely enough.

The horny toads are indestructible. Don't even jump on them, as they'll pop Bubsy like a safety pin.

The crates of dynamites rocket you up into the air when you jump on them. They're one use only, so don't mess up as you grab everything up above! Don't forget to glide on the way down!

The regular crates can be pushed just by walking into them to make jumping over thumbtacks and other obstacles easier.

Almost forgot...you can't land on the tracks, so if you fall in between the cars, you're going to go down a bottomless pit.

The giraffes cannot be defeated, but if you jump on their heads, you'll be able to jump a little higher and collect some yarn balls.

Yes, those things on the top of the steel gray train car are spikes.

Before you stop the train, head to the very front of the train for some extra enemies, yarn balls and a yarn ball crate.

When you trigger the switch to the train, you'll jump off the train and enter the canyon.

The Woolies wear pith helmets here.

The canyon areas are even more dangerous than the train levels for the extremely careless. There are prairie dogs with guns that jump around, spikes with faces that wait for you to get close, cow skulls and cacti that act like the thumbtacks.

The Grumbleweeds just tumble to the right, and they can hit you easily if you're not paying attention. They're pretty easy to take out, though.

The slopes underground act like the water slides in the Village.

Later in the stage, you'll see boulders rolling up and down the half-pipe like sections of the canyon. Stand on the platforms in the center and stay out of their way.

You may have noticed this before, but whenever you save your progress with an Exclamation Point, you also save how much time you had left.

The diligent player can find 900+ yarn balls in a single chapter in the three Canyon levels.

Friday, January 15, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 6 of 19


We take on the second boss and enter the canyon! Again!

Believe it or not, the maze at the end isn't that hard. It should be noted that two of the doorways take you to a bonus area.

One of the dead ends take you to the secret area when you head back to the main path of the maze. This was seen in the Genesis run, but I never mentioned it. Now that I've played again and want to know where some of the secret areas are in the second half of the game, though...

The boss here are two more yarn ball UFOs - one blue and one green. (Apparently, they're both yellow in the Genesis/Mega Drive version.) They'll fly around in an oval pattern, making it that much easier to beat them the same way you beat the last boss. Jump and hold the glide button, then take control of Bubsy from there and you'll eventually kill them.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 5 of 19


ulillillia pulls off a few more glitches aside from the ones we've already seen in this entry.

Chapter 5: Night of the Bobcat
(continued)

While on the roller coaster, you can hold Up on the Control Pad to reach stuff that's over your head. Be careful not to be on them when they roll off the track, as you'll go down with them and lose a life.


Chapter 6: Our Furless Leader

"Shouldn't that be fearless? Uh, oh..."

Take the Strongman jump at the beginning and go left to get an easy 1-Up.


The shirt with the flashing exclamation point is temporary invincibility. Touching it will cause the exclamation point on Bubsy's shirt (and on the score counter) to flash. As long as it flashes (and the music plays), Bubsy can destroy any enemies just by touching them.

Thursday, January 14, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 4 of 19


This is probably the most hilarious entry I've ever done, simply because ulillillia flaunts his knowledge of the game. Seriously, I wouldn't have thought of doing these things as a kid.


Chapter 4: Fair Conditioning

"Hey, whatever blows your hair back!"

Welcome to the fairgrounds, the second area of the game. You'll be wearing many hats in this game: roller coaster rider, merry-go-round enthusiast, strongman hammer, and all-out daredevil (you'll be running on roller coaster rails and jumping over huge pits of thumbtacks).

The Woolies have hair now, apparently. They have different stuff on their head as you enter new areas of the game.

The hot dog enemies are more or less generic, as they just jump back and forth. The ice cream cones freeze you temporarily if you touch them, and they are the only enemies in the game that won't kill you when you touch them. You can glide off of them for super-high glide jumps.

To get the maximum height out of the strongman bells, jump from the top of either of the platforms next to the see-saw. Don't glide until after you've rocketed into the air.



Side note: I broke down and got the Super Nintendo version of the game after watching ulillillia's Genesis run. I practiced doing this. It was awesome.

Also, that blue door near where all the flying spaceship are at is the bonus area.

The firecrackers jump into the air and slowly float down. Other than that, that's all they do, and sometimes they're the only way to get past a long pit of thumbtacks.

Also, don't mind the little levers that some of the Woolies use to launch eggs at you. They can't hurt you if you touch them, and you also can't utilize them yourself. Poo.

Chapter 5: Night of the Bobcat

"Hey, I thought I saw Elvis back there!"

Nope. Sorry. You didn't.

When the level starts, the roller coaster goes without you. You're on your own at the beginning of the level.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 3 of 19


We finish off the first area and watch the difficulty ramp up...not very much at all.

Chapter 3: A Bridge Too Fur
(continued)

To open the bridges up, just land on the gear and Bubsy will do the rest of the work.

There are also boxes of thumb tacks. Hitting them, of course, triggers the thumbtacks coming out. When that happens, you'll want to get away pronto. Once again, don't step on the thumbtacks unless you have a death wish.

The piles of eggs that the Woolies use don't give you a lot of points, but if you glide into the top of them, you'll rocket up into the air. It's a nice bonus that come along with that wacky squish sound the eggs make when you destroy them.

One of the sets of houses in this level has a cave underneath. Enter the opening, then go into the cave opening and hit the switch by simply running into it. When you re-enter the first part of the cave, the water will be drained. You'll get a 1-up on the other side for your efforts.

The boot launches you in the direction the toe is facing.

Really interesting fact: if you collect 500 yarn balls in a chapter, you'll get an extra life.

Every third chapter brings you a boss. The two bosses here are two large red and yellow yarn ball UFOs. You have to hit the yarn ball on the UFOs when the Woolie faces show up. Avoid the yarn balls that hang from the bottom of them, and hold the glide button down when you're in the air so you can destroy these guys with ease. After two hits each, they're gone!

Wednesday, January 13, 2016

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 2 of 19


ulillillia is going to mention glitches and differences between both versions a lot. Also, he doesn't really seem to talk a lot - he only mentions all the discoveries and differences between both consoles he finds out loud, for the most part.

Chapter 2: Forbidden Plummet

"Did I mention I don't like heights?"

No.

Anyway, if you enter the cave sections in the Super Nintendo version, the music is different (it stays the same in Genesis/Mega Drive). I always liked this and I'm kinda confused that they never did this in any of the other worlds.

The cave entrance near the water slide takes you to a bonus area.

You'll be starting at the top of the level in this chapter. The very bottom is nothing but deep water, and you don't want to land there. Flying platforms abound, as do extra lives (if you go down at the upper-left corner - and start - of the chapter, you'll find two).

The cheese wheels that the Woolies kick (the Cheese Wheels of Doom which strangely don't show up until Chapter 2) give you considerable hangtime when you jump onto them with the glide button.

The yarn ball UFOs sound a lot better here.

Stepping on thumb tacks littered on the ground is ill-advised. Bubsy will pop and then fly around in circles much like a punctured balloon.

The pianos are a pain in the butt unless you go down a slope with them and take them out on flat ground. If you land on them with the glide button, you'll get some hangtime. (They also sound like real pianos here. Go figure.)

The crates with the anvils on them are just platforms. Nothing more.


Chapter 3: A Bridge Too Fur

"More like 'A bridge too short...'"

Go underneath the start of the level. This is the lower-left corner of the area. Go into the left-most cave to enter a bonus area.

The jumping flower pots are just background scenery.

ulillillia plays Bubsy: Claws Encounters of the Furred Kind (Super Nintendo) - Part 1 of 19


Okay, it's later.

Chapter 1: Cheese Wheels of Doom

"What could possibly go wrong?"

Everything, Bubsy. Everything.

This is a full game of the SNES version of my most played game, the original Bubsy. I was so eager to play it for the game's audio, but also to see what differences there were between it and the more familiar Genesis version. This is the first take and I only allowed one take so I can accurately relive the experience. The village world isn't too bad and I easily rack up a lot of lives right away. Its music, of which I call "Village Zone", is slightly worse here, mostly due to the looping problems. I like the Genesis version of "Village Zone" nearly twice as much.

He'll be mentioning certain glitches, such as scrolling the background elements on the screen at speeds faster than 16 fps, getting super high jumps by gliding on certain enemies and holding the glide button down afterwards, and other things. If you've seen my blog series for ulillillia's run of the Genesis version, you'll know what I'm talking about. If not, see that series first.

This is the first area of the game: the Village. This area is pretty easy overall, and you'll be able to get used to the Sonic-esque game mechanics here.

You can leap off the huge branch on the right side of the trees to jump super high. Don't forget to glide on the way down, or you're not going to survive the high jump. (You'll be gliding pretty often.) The first tree takes you to a T-shirt with a "1" on it, which signifies an extra life. You'll definitely be needing more than the nine lives you start the game with.

Defeating enemies is simple: just jump on top of their heads. If they have projectiles such as eggs, you'll want to avoid them as they will kill you in one hit.

The Woolies are those yellow guys that blow their nose at you (hey, it's what it looks like they're doing). They're the main enemies of the game and they're central to the storyline (or what passes as the storyline for this game: save the Earth's yarn supply from being claimed by the Woolies of the planet Rayon). Their appearances change mildly throughout the game.

The ducks with the googly eyes that fly around appear throughout the game, and sometimes they act like stepping stones to a higher platform (you'll be seeing this more often later in the game). Sometimes, they spit an egg out of their mouths like bombs. The eggs act as projectiles, and being hit by just one will kill you. 

The yarn balls act like more than coins than rings. They also give you points (Ten to forty, depending on the color) which are just there for show more than anything. Some of them cycle through the four colors (and obviously, the four different point values). Yarn ball crates hold 25 yarn balls.

You should definitely avoid water. If Bubsy is soaked in it, he'll drown and lose a life.

The exclamation points are continue points. Hit one and you'll restart there if you lose a life.

The crates with bananas on them reveal banana peels when broken. Be careful when you run into the peels, as you'll be sliding around in the direction you're going for a second or two.

The manholes rise really high in the air. If you're standing on them when they're about to rise up, you'll go up into the air. I wouldn't jump into the underside of them, though. You [b]will[/b] get hurt.

The water slides are quick, one way shortcuts to yarn balls and points, and the occasional extra life. You can still jump to collect stuff, but you're basically forced into the direction that the water on the water slide segments flows.

If you couldn't already tell, there's a ten-minute time limit to each and every stage.

The gumball machines cannot be defeated. Just stay away from them and the gumballs they shoot out.

The orb with the orange stuff inside is a Wool Gas Matron. It's worth 50 yarn balls and gives you a random amount of points from a range of 1000 to 7777.

Cave entrances whisk you to a different part of the level. Some of them, however, take you to secret areas that take place on what appears to be a Woolie mothership. Collect everything, then fall to the bottomless pit to return to the level.

Speaking of cave entrances, there are some with train tracks coming out of them. You can jump on the trains when they come out of the cave to destroy them.

There are two kinds of cars in the Village: the yellow ones and the red ones. You can jump on the yellow ones to get some serious hangtime, but if you jump into the red ones, you'll be trapped by the convertible roof and lose a life. If you jump on the hoods of the red ones, you'll be able to destroy them.

The black T-shirt turns Bubsy completely black, allowing him to go through enemies without being touched. You also get some pretty nifty "sneaking around" music to go along with it until the effect wears off.

The red circular arrow is a Continue. Collect one to, well, get a continue.

When you hit the big red yarn ball at the end of the stage, be sure you're going as fast as you can. The faster you hit, the more yarn balls that will come out of it. Collect as many as you can, then enjoy your bonus points for every second on the clock you have left as well as the number of yarn balls you've collected in the chapter.

Tuesday, January 12, 2016

Code Name Viper - The OST


Non-playlist version, with echo and reverb.

Playlist version, without echo and reverb.

BoboTheVulture plays Code Name Viper - Area 8


So Commander Jones of Special Mission was behind all this? Well, crap.


Area 8

If you see a black line in the middle of a brick, there's a door nearby. Yeah, I know they're impossible to see, too.

There are no hostages in this area, but you still want to check all the doors for ammo.

Watch out near the statues. Lighting will strike the heads of the statues and cause debris to rain down on you. If you can get in front of the statue in time, the debris won't be able to reach you.

The black guys, the sea-green guys and the peach snipers are exclusive to this level. They'll really shoot you on sight (they can also shoot downwards), so see if you can get the drop on them.

When you make it to the top of the house, you'll finally meet Commander Jones. Take him out before he does the same to you! When you kill him, you'll get the password to the final boss, if you want to fight him.

Well, the battle was won...but the war continues on solo, as, well...I'd rather let you see the ending. It's definitely not the whole "you save the world and get noticed for it" deal you've probably expected.


Monday, January 11, 2016

BoboTheVulture plays Code Name Viper - Area 7


We finally complete the note!

Area 7

The conveyor belts can push you in the direction that they're going in quite a hurry, so stay on your toes as you shoot down all the bad guys and leap over spikes...which are instant death.

Those crushing platforms in the floor can hurt you if they send you into the ceiling, so wait for them to come down before continuing.

You'll also have to deal with steel girders dropping from the sky. Wait for them to drop down after hitting the floor before you move on, because those things are big.

The commando with the grenade is in the last door of the area.

When you complete this area, you'll complete the note. You'll finally find out Commander Jones, who sent you on this mission, is the one coordinating the whole thing!