All right, let's kick this game back into high gear and OH DEAR GOD WHAT THE HELL ARE WE FIGHTING
All maps by Will Mallia.
Stage 2
(continued)
The boss here is some big guy (Gregory) with a tiny little midget that hangs off of him at first only to jump off and walk around (Jack). You'd think Ryu would be able to squish the poor little guy with his foot, but apparently that's not the case.
Anyway, Gregory slowly moves across the floor and kicks at you as soon as you're in range. Jack, on the other hand, is slightly faster, has a really high jump and slows you down considerably when he gets a hold of you. At least this boss is not as bad as the Frankenstein-Fleaman combo from Castlevania that it's clearly based off of.
You can use the platforms to your advantage and make a break for the other end of the room, but be careful as Gregory will know you're there and punch straight up if you stay up there while he's under you.
If Jack clings to your leg, keep jumping until you knock him off. He'll somersault away, leaving you free to actually do something. You can't kill him, sadly, so stay away from Gregory and focus all of your attacks on him.
Also, if Jack gets on Gregory's back, Gregory will do a charging attack that is fairly quick and covers almost the entire screen.
Stage 3
Finally! Some music from the NES series!
The robots that travel on the bottom of the rope platforms shoot bombs that vertically track you, so don't think you're safe if you're at the top of the platforms.
The men that walk around have guns, but they never really use them.
Also, there are a lot of flamethrowers here. Some of them are stationed on walls and shoot flames in a counter-clockwise circle, but others are on walls and shoot whatever direction they're facing.
In the second section, you'll be dealing with elevators on the background walls. Some go up, others go down. You'll be dealing with the tiny flying robots as well as the bomb shooting robots as you make your way to the other side, which means lots of death from above...and below. You'll eventually latch on to a hook which takes you to another level of...wherever this is...and you'll be dealing with spinning electric forks on the floor below. Thankfully, there's just enough space between them to maneuver as you make your way to the door.
The third section is fairly easy. There is an extra life below the spiked ceiling, but to get it, you'll have to be fairly quick against the falling ceiling columns.
The boss here is some sort of M. Bison look-alike known as Colonel Allen, who is actually a former military commander. He shoot at both the ceiling and the floor, and he's surprisingly easy. Watch where he looks, as this is where he's going to shoot. From there, take advantage of the situation (and the periods where he stands there and looks around) and slash at him a couple of times. Just watch out when he moves around on the floor, as he can be slightly unpredictable in that aspect.
Stage 4
Looks like some underwater lab.
Anyway, the flying robots that look like they come straight out of the first game are back. The first new enemy you'll see is...other ninjas. They'll throw shurikens at you, and they'll throw even more when they jump to the ceiling and stand upside down on it. They'll come back down to make themselves easy pickings, though.
You'll also see drops of some sort of liquid come out of holes in the pipes in the ceiling. These things burn off a slight flame when they hit the ground. They're probably some sort of explosive liquid, like butane or something. Whatever you do, don't touch these.
The second turret is pretty wacky. After you trek to the right a little bit, the lights will go out. They'll flash on momentarily every couple of seconds, giving you enough time to figure out where the platforms are. Use these to keep from getting zapped by the laser turrets that run across the ground and the ceiling.
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