We finally finish the game!
Section 4
You're now climbing Pete's Tower...which is anything but easy!
The platforms crumble a second or two after you stand on them. As you ascend the tower, a huge wall of fire will rise up the tower. If you mess up, you're heading back to the beginning.
You'll also be dealing with some tough jumps as well as barrels, but the barrels are easy to avoid. The jumps are the hard part.
Section 5
When you make it to the doorway at the end, you're still going to have to deal with the fire. You'll also be dealing with weasels as you leap up this vertical shaft of death. At least the weasels in this part only take one hit before they die.
When you make it to the top, you'll be able to refill your health and get some more marbles. The path to the right has weasels who now take three hits to kill again as well as some more marbles. You'll also be swinging off long chains and suffering the Ninja Gaiden-esque problem of...you guessed it...enemies hanging out on the edge of a platform.
Section 6
Oh, you thought we were fighting the boss yet? Well, let's see what's going on in the Sega/Mega CD version!
Yes, besides having better music and more crisp recordings of Mickey's voice, you have a few scenes that aren't available on the Super Nintendo version. Pete will be standing on crates and mocking you for your inability to reach him.
In this CD versions-only prelude, you'll have to summon past Mickeys to fight off Pete. First, move all the way to the left. Grabbing the pencil summons a past version of Mickey Mouse from the other cartoons in the game helping you bring Pete down to your level. The first pencil summons Mad Doctor Mickey, who fires a cannon at the top crate. Pete will then summon weasels.
Whenever you grab a pencil, you'll regain some health. You'll need it, because the weasels still have the habit of hanging out at the edges of platforms despite the fact that you can hit them from off-screen in any version of the game.
Take out the weasels when necessary, and head all the way to the right. You can jump up and hit Pete with a marble at the center of the section at this point, but it doesn't do anything.
Grabbing the second pencil will summon Mickey and the Beanstalk Mickey, who will cut the second box into sawdust. Pete will whistle again, respawning any weasel you killed. At least the marbles respawn, too.
Head all the way back to the left and get the pencil. This will summon Lonesome Ghosts Mickey, who pushes the box to the right away in typical fashion as he runs into it twice and finally darts away with the box in front of him.
Go to the right and grab the last pencil. You'll summon Moose Hunter Mickey, who summons the moose to run Pete over...but Pete's not done! You'll have to head all the way to the left and get the fifth pencil. This summons the twin Mickeys we've seen earlier in the level. They basically embarass him...but Pete's still not done! You'll have to head all the way back to the right and grab the last pencil! Steamboat Willie hoists Pete away, and you now face him alone!
Section 7
Back to the cartridge versions.
Pete will throw a sword at you and then jump to the left. Duck under the sword and avoid Pete, as well as the shurikens that drop down whenever Pete shakes the room. (Disregard the red stuff around the sword when it's thrown. As slightly interesting as it looks, it's really a graphical glitch and doesn't happen on the actual cartridge.)
Whenever Pete shakes the ground, a wooden cart with spikes on the top will drop down. You'll want to position this so that when Pete lands on the ground, he also lands on this. After four instances of this, Pete will change his tactics.
There are five stars in this room, and you'll need to save them until you're badly in need of health. Keep that in mind, because the second phase is going to be harder!
There will now be a ball and chain suspended from the unviewable ceiling. There will also be two switches, with one on each end of the room. Pete employs the same tactics, but when he stomps the floor, two rows of shurikens fall instead of one. The first set falls slightly to the left, and the other slightly to the right. They are dodgeable, but you'll have to think on your thumbs as you do so. Sometimes these sets of shurikens will fall next to each other at the same time and have you staying in one spot, while other times they're staggered enough for you to just move out of the way with the first one, then the second one. The distance between the two shuriken sets will vary.
You will need to trigger these switches in order to deal damage to Pete. You have to jump onto the sword he throws, then jump into the switch to trigger it. The ball and chain will swing to the other end of the room. You will have to hit the switch on the side where the ball is in order for this monstrous weapon to move. Four more hits and plenty of patience later, you've done it! Enjoy the ending!
The "next animated cartoon" refers to the 1994 theatrical short "Runaway Brain," in case you're wondering.
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