AVGN plays Battletoads with the guitar guy. Rage ensues.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Wednesday, November 30, 2016
Angry Video Game Nerd: 2-Player Battletoads
AVGN plays Battletoads with the guitar guy. Rage ensues.
FreezingInfernos plays Battletoads - Part 3 of 6
In the next two levels, we surf on both water and snakes...in the most dangerous way possible.
Level 5 - Surf City
Here, you'll be surfing from Point A to Point B. It's like the Turbo Tunnel, but slightly more forgiving.
The logs will take three squares off of your life. This is the cruelest joke I've seen involving wood on the PrinceWatercress Blog since the planks going down the waterfalls in Ninja Gaiden for Master System dealt more damage than all the other non-boss enemies (three hits compared to one or two for everything else).
The whirlpools, on the other hand, will outright kill you, but at least you have a better chance at avoiding them than the two logs that go up and down.
You'll deal with four Space Invaders, then you'll take on another gold robot just like the ones in Level 1. Grab a rod after you destroy the first one and use it to destroy the second gold robot. You'll then take on Big Bragg.
You could fight him the old-fashioned way where you wait for him to stop jumping around, but guess what? One hit from his jumping tail swipes and he could potentially end you by jumping on you while you're down, squashing you and instantly killing you. The fact that he also does that move at random too does not bode very well, as the tail swipes do two blocks of damage and give him the ability to whack you multiple times while you're knocked out and the high jump will kill you if he lands on you.
An easy way to do this involves the rod from the gold robots. Lure Big Bragg towards the side of the screen by standing there, then move out of the way and quickly whack him while he's the side on the screen. Just mash the attack button. He can break out of this pattern, but with a little luck, he won't. Mission accomplished, and with minimal unnecessary damage, at least.
You'll be surfing again after this. Jump over the waterfall and avoid the mines. Unlike the walls, the mines are randomly placed, so your memorization skills from the Turbo Tunnel are no good here. Thankfully, the mines are the only thing you have to deal with at the end. Just be sure to hit the ramps to sail over the pits.
Level 6 - Karnath's Lair
Also affectionately known as the Snake Pit.
There's nothing to kill here; instead, this is nothing but platforming. You'll be climbing up snakes, standing on them, and jumping from one snake to another.
Wait until just before the tail of the snake has entered its destination to jump. You'll land on the next snake on your way down. Jump into the side of the snake and press Up to climb it.
There are four sections, and each is harder than the last. The entrance to the next section is signified by a hole with the word "Out" above it.
The second section introduces spikes, which makes messing up here very unforgiving.
The last snake in section two is fast. Be ready to race to the "Out" hole.
The third one gets a little trickier. Wait for the first snake to enter its destination. Don't jump. Just drop straight down and you'll land on the second snake. Be careful with your jumps between spikes, as you'll be jumping in spaces between two spikes. Wait for the third snake to loop once to climb on it, then hurry to the wall and jump to the fourth snake. From here on out, be ready to jump over spikes and run like a dog is chasing after your ass to the exit. Jump to the next snake everytime. Remember that snakes with black stripes are fast...very fast.
In section four, jump left over the spikes, then jump left again when you reach the next platform set. Latch onto the snake here, and jump to the second snake. Keep going left at its destination, and jump straight up over the end of its tail. Be careful not to land directly on the head of the third snake, as you will fall right through it if you do. From here, there are two things you can do when you reach the fourth snake in the fourth section.
The first is to wait until it makes it fourth turn, then drop down from the side at the right time to land on it as it goes back into the wall. Two more high-speed snakes that go straight forward, one above the other, followed by the seventh snake which requires a leap of faith to the right before the tail appears. (This snake has black stripes but is an exception to the "black stripes" rule.) From there, the rest is easy.
The second is much more convenient, but requires a little bit of practice to pull off. Wait for the fourth snake to make its first turn by running on the back of the snake, then leap to the right when the third turn has been made. From there, you can reach the "Out" hole easily. Either way, you're there.
Tuesday, November 29, 2016
FreezingInfernos plays Battletoads - Part 2 of 6
Oh, great. The Turbo Tunnel. Say goodbye to what made the game cool in the first two levels, because at this point the game becomes pure hell!
Level 3 - Turbo Tunnel
First things first: you probably figured this out already, but double-tapping Left or Right on the Control Pad lets you run in that direction. You'll need to do this to ensure that you clear the pits between platforms here.
You'll take on some rats. As you attack them, you'll knock them into the ground. Literally. At this point, just keep attacking them as they're half buried before they shake themselves back out. Your Battletoad will keep punting them in the head until...IT'S GOOD! On the smaller platforms, kick them with your back facing the edges, as that final kick can send you sailing off the edge and towards an unnecessary and unforgiving death.
The Space Invaders steal your health. Literally. Nope, not just figuratively. Literally. Yes, literally. They literally fly up to your health bar and steal the filled in squares that indicate your hit points. Attack them and pick the squares up by touching them to get them back. There are also two flies you can eat right after this, just in case.
Get on the bike. When you see pink walls flashing, it will indicate where they're about to appear in mere seconds...or if you're going fast, mere instances. You do not want to fly towards where the wall is or else you will crash, burn and immediately lose a life. Dodge them. You can jump over them, but it's not recommended.
The two short walls together must be jumped over. No exceptions.
The ride gets faster and faster, and the only way to slow down is to hit the tape between the checkpoints. When you hit them, you go all the way down to a near-dead stop and slowly build speed up again.
The short wall that slopes upward is a ramp. Most of these you'll want to take, as they are the only way you can clear these amazingly long pits.
If a wall or set of short walls is blue instead of pink, it's in the air. The fact that there is a shadow below it really helps. When you see the blue walls or any wall with a shadow, do not jump towards it. You will die.
Of course, there is also a blue ramp that you will need to take as well. They just have to throw in the blue ramps almost immediately.
The squirrels riding on bullets drop walls when they reach the other end of the screen. Watch where they are, as they're a better clue of where the walls they drop will be than the walls themselves. The walls are rather short, and you can jump over them.
After some more air walls (and air ramps) you'll see some enemy ships. Just jump over them. They're easy to avoid.
You'll then deal with some short platforms that you'll have to jump to and from. Just stay the course and press A near the edge, especially as soon as you land.
The part after this, however, is the most unkindest cut of all. You have to dodge all the walls in your path by bobbing up and down with the D-Pad. There are 20 walls in this set, and after this is just so easy to jump over walls followed by the end checkpoint.
You may have noticed that there is some sort of yellow sparkle in front of the 10th wall in that last speedy section. If you run headfirst into that wall, you'll go through the sparkle and trigger a warp to Level 5. (You'll learn about all the warps eventually, so don't worry.)
Oh, and the longer you last, the more points you can get from the bike section. Expect to farm a lot of points just from normal gameplay.
Level 4 - Arctic Caverns
Great. Hell just froze over.
If you ever see a random set of white sparkles come out like a firework, you just hit a checkpoint. You'll return to that spot if you die.
This is what happens when you finally make your way through the Turbo Tunnel and live to tell about it.
The spinning ice cubes are absolutely necessary for this stage, as they are the only way to break through the barriers that block your path. These things can hurt you, so you'll want to outrun them and stay out of their way afterwards. If you can jump over it, do so.
To beat the snowmen, stand near a pile of snowballs and avoid their projectiles, then throw a snowball at them with the B button. It takes one snowball to destroy them, thankfully.
You'll then reach a set of slopes. Wait at the end of each one so you can avoid the frosty boulders that come down and proceed to the next slope. At the end you'll reach a snowman. This time, you'll have to use your physical attacks to smash him into a pile of snowballs (which he turns into regardless of how you do away with him). Use the snowballs to break the barrier.
Jump over the spiked turtle shell. That's all you can do.
Run down the slopes and get to the bottom before the ice cube does. Jump over the post, then wait for the snowman to destroy the barrier in front of you with his snowballs.
At this point, everything takes two hits off of your life bar. Prepare to die quicker deaths this early in the game.
You'll also start seeing spikes that look like fuschia-colored sea urchins. Touching them results in instant death. Take the platform over the ice spikes. Thankfully, it's not slippery. Duck to avoid the random snowball.
To avoid the icicle, you'll want to go left as soon as you clear the spikes. This way, the icicle can't even touch you. You'll want to tap the A button just right so you don't get stabbed in the head, too.
The two snowmen following this have patterns. The first one throws them all low, first one snowball, then two, then repeats. Use this pattern to get close to him and smash him to a pulp. For the second, it's a high ball followed by a low ball. Dodge accordingly at every post and smash him when he stops throwing. Use the snowballs from the second snowman to break the barrier.
Go down the slopes and avoid the spinning ice blocks. Get on the platforms. Duck under the stalactite. Jump to grab the 1-Up on the second platform. Continue on. After dodging three spiked shells, an ice cube will come your way but slow down. Pick it up with the B button. Go left and throw it at the barrier and get on the post so a spiked shell doesn't smack into you.
Continue on by lightly jumping left and then continuing down the slope. Be quick on that slope so you can avoid the boulder. Jump over the spike pit while near the edge, and jump over the snowman. Get on the platform, duck under the stalactite, jump to the barrier and stay there. Wait for the snowballs from the snowman to destroy the barrier as you avoid them at the same time. Duck under the first three snowballs. Jump over the fourth.
Continue to the left after getting on the platform. Avoid the spiked shell, and never stand under the yellow barriers that go up when the shell bumps into them, as they come back down almost immediately and result in instant death. You'll be doing this twice. Get on the platform at the top of this part and jump over the spikes to the right. You're done.
NOW ENJOY A DEATH MONTAGE! Apparently the ice cubes have a mind of their own.
FreezingInfernos plays Battletoads - Part 1 of 6
Frezno has Battletoads.
Get ready for one of the most difficult games of all time! Pimple and Princess Angelica have both been captured by the Dark Queen, and the Battletoads have to beat the Queen to get them back!
Level 1 - Ragnarok's Canyon
Beating enemies up is simple enough. Get close to them and mash the B button over and over until Rash's (or Zit's, for Player 2) fist becomes cartoonishly enlarged on the final blow.
The gold robots are really interesting. Keep punching them to get them to lean further back and land the final blow. You'll be close to doing just a little more damage to break them. The head and one of the legs can be used as weapons, and if you pick up the leg and whack robot parts, you'll be able to destroy them for points.
When you see flies, use the B button to try to catch them with your tongue. They never appear simultaneously with enemies, so don't worry about losing health until after you get them.
Wait for the red dragons to swoop down before you hit them, so you don't take unnecessary damage. You can also ride on one through what's left of the level if you can get it on the ground somehow.
There's a 1-Up just before the boss battle, so be sure to line yourself up before you go down the pit. You've only got one shot at it.
The boss is a robot. You'll be looking at it through it's visor, but you'll still be playing as one of the Battletoads. Stay away from the crosshairs, especially when the boss is shooting its lasers. Pick up the rock with the B button, then press B to toss it at the robot. The robot goes down after three hits.
Level 2 - Wookie Hole
Birds, toad-eating plants and laser-shooting robots all want you dead as you rappel down a mile-deep chasm.
To do the wrecking ball attack, stand to the side and wait, then repeatedly tap B. You'll become a green wrecking ball that sails clear to the other side of the chasm, taking out anything in your path. This works especially well on the laser-shooting robots, as it lets you take them out in a mere two hits.
The birds that fly around can give you a blade weapon that you can work with when you defeat it. Just touch the blade as it's in the air and you'll have a much powerful weapon to work with. You'll stand in place as you use it, but you have much more control over your Battletoad, which makes this a weapon to go for.
Just don't let those birds near the rope you're rappelling down from. If it snaps, it's instant death.
The birds can also be struck repeatedly after they're dead. If you can continuously strike them and keep them on the screen long enough, you can get more and more points, and ultimately, more extra lives.
Avoid the electrical barriers that slowly extend to the other side of the chasm as you dodge past them. Stay close to the bottom of the screen (but not too close) and you should be able to get past these barriers before they reach the other side of the chasm and become unavoidable.
Monday, November 28, 2016
Joueur du Grenier - Les Beat Them Up
Not only does JDG cover Guardians of the Hood in this one, but he also covers several other beat-'em-ups that are terrible, including Bebe's Kids, the worst of the 16-bit beat-'em-ups hands down.
Also, I never thought I'd be showcasing of his videos ever again, so I'm going to take the opportunity to announce that all of his videos now come with English subtitles. The English subs take a while to show up whenever a new video appears, but they eventually do. If it's a test, it's definitely going to have English subs now, thanks to whoever in the French YouTube gaming community is making them. So if you haven't seen anything from Joueur du Grenier yet, now is a really, really good time to get into the game and do it. The videos are funny on their own, but they're even better with the English subtitles in case you don't know a lick of French.
dannydoesvideos - Danny, Dean and Jon play Guardians of the Hood - Part 4 of 4
Good gravy, we're done with this.
Abandoned Boardwalk H.Q. (Wave 8)
This is it. The last level.
Here, you'll take out enemies from all of the previous gangs. Sadly, this level isn't any different from the rest of the game, even with the suddenly large (yeah, right) amount of variety in the enemies.
You'll finally meet Mr. Fake Michael Jackson at the end. After taking out all of his goons, you'll find out he's a her as she strips down to some sort of suggestive dominatrix gear consisting of a whip, a leather two piece and thigh-high boots.
Big Boss (yes, she goes by this name) backflips around, tries to whip you repeatedly and hit you with a double-tornado special attack that covers both sides of the screen (and can do quite a bit of damage). Just like the rest of the bosses, you're more than likely going to do as much damage as you can (and repeatedly die trying) while pouring more quarters into the machine. She's got a lot of health, so it'll take a while.
Once you've done it, you've won. Finally. All you get is the current players getting a plaque from the mayor and ending up on the newspaper. Some ending.
Do yourself a favor. Stay away from this game.
Sunday, November 27, 2016
dannydoesvideos - Danny, Dean and Jon play Guardians of the Hood - Part 3 of 4
Just one more gang to take on...
Beat the Dragons (Wave 6)
Yes, because we have to take out some Asian people. It's a beat-'em-up. Come on.
Sue Lee and Li are your typical martial artist enemies, with Sue Lee wearing a dress that I swear comes close to making it look like you can see her...um..."down there" and Li...well...let's say he looks as '80s as anything as all get out.
This wave is just more or less of the same. Irregular gameplay that forces you to experiment to figure out which button combinations do what, a really high learning curve and a complete lack of variety in enemies. You can give them whatever different fighting styles you want, they all do the same cheap crap.
You'll eventually go into a bar in the Chinatown district of Central City, and after taking out some more enemies, you'll face Kwan. Yep, the same guy who blew up that store at the beginning of the wave. Taking him out will make him a playable character. Kwan is pretty awesome, as one of his regular attacks has him using a knife in addition to his martial arts. That's pretty awesome.
This is probably the worst part of the game. If there is any one point where the lack of time on the timer is going to make it a nightmare to beat the whole boss section in one go, this is it. The difficulty just makes that a near-impossibility unless you're play with at least one other person.
You'll go to the gym one last time before the final level. At least we don't have to see it anymore.
Guardians of the Hood promo video
Not really a commercial, but more of a promo video where the game is tested to some degree and some of the motion capture sequences are recorded. Well, they tried.
Saturday, November 26, 2016
dannydoesvideos - Danny, Dean and Jon play Guardians of the Hood - Part 2 of 4
The craptacular adventure continues!
The special attacks are called "magic." YOU PEOPLE HAVE TO BE KIDDING ME
Once again, you do the gym minigame again. It seems to count as Wave 3, since the next stage is...
Beat the Shavers (Wave 4)
Yes, fake Michael Jackson decides to send street punks and fat guys in suspenders of the most ridiculous, generic sort. Pebbles looks like a prostitute, while Tiny looks like the most common mental image of a carny. Pebbles would look like she has a legit mohawk if it weren't for the fact that YOU CAN SEE HER BLOND HAIR UNDERNEATH WHAT IS OBVIOUSLY A SEEMINGLY PAINTED-ON MOHAWK. Atari was slipping at this point.
I love how the game lets you pick up random people who are just standing there. In the first stage, you could do it with the hobo; now you can do it with people you meet on the subway.
You'll eventually get on a subway and fight even more of the same two enemies, then you'll face Boris, who looks like a Russian strongman. When you beat him, you'll be able to play as him for the rest of the game.
Then you do the gym thing again. Fun.
dannydoesvideos - Danny, Dean and Jon play Guardians of the Hood - Part 1 of 4
Are you ready to watch one of the worst beat-'em-ups of all time?
Also, if I can't think up any strategies for any of these enemies or bosses, it's because the game is so random and cheap that it puts Pit-Fighter to shame. Hell, both games were made by the same company...so there's really no excuse for this looking like a period piece on crack cocaine.
You have four characters at the start: Connor, Chief, Javier and Tanya. Connor's the martial artist, Javier is the street fighter, Chief is a former pro wrestler, and Tanya's more of a gymnast. As you progress through the game, you'll unlock other characters.
You'll then see some guy who looks like Michael Jakson in the video for "Smooth Criminal," except he's wearing sunglasses, a dark suit instead of a white one, and the Michael Jackson-esque characteristic of his face are even more exaggerated. You're going to see him at the beginning of every new area of town you enter as he tries to sic other gangs in the city on you.
Beat The Dreads (Wave 1)
As soon as you start the game, you start fighting Maubys. If you know how to play Pit Fighter, you know how to play this game. If you haven't, well, start mashing buttons and start performing button combinations to see which ones do what, because the controls are similar.
First of all, why the hell is the timer in the lower-left corner. What, is this the 1980s, where beat-em-ups and fighting games like Street Fighter II, Streets of Rage or Final Fight didn't exist yet and games involving hand-to-hand combat were desperately missing something besides a de facto standard HUD? (Yes, I know Golden Axe was around at the time. That game is an exception to the rule.)
Also, the game lets you pick up the bum that's drinking out of a beer bottle in a paper bag and throw him at enemies. What were the developers thinking? Sure, it's rather unique in being the only game that lets you attack enemies with a homeless person, but come on! This is somewhat weird for the 1990s...and it's definitely weird now. What makes this even stranger is that the homeless guy isn't even flailing. He's just walking in place sideways while trying to get drunk in public, not giving the slightest shit that you're going to throw him into the nearest enemy. That is hardcore right there.
Speaking of weapons, you can also destroy the taxi cab and use the body paneling on it as a weapon against nearby enemies.
You'll also fight clones of Nigel, who just happens to be more of a palette swap of Mauby, who comes at you at the beginning of the wave. When you strike at enemies, you'll knock them back for a second. When enemies are flashing red, they're close to death. The same can also be said for the players if that happens, and if you die, you have to put money in to continue. You only get one life per credit. That's it.
Don't forget that you can use your super attacks a few times if the enemies become insanely annoying. The stars in your HUD indicate how many uses you have on your super left. Thankfully, the game is somewhat generous with them, and you can gain a Super Attack star every 2000 points.
When you beat up all the enemies, you'll head to the gym. Just walk up to the door when it's flashing and you'll enter.
Here, you'll take on another member for points, but if there's more than one player, it's a free for all much like the versus mode bonus game in - you guessed it - Pit Fighter. Whoever wins continues for free while the losers have to pony up dough just to continue with the game. If it's a one player game, though, you'll have to win in order to move on.
Beat The Dreads (Wave 2)
After ducking a drive-by (can this guy even aim?), it's business as usual again. Toots is pretty strong, and can also hit you with a piledriver.
After taking care of all the enemies, which consists of just three varieties that have very little difference between each other, you'll enter an adult theater and take on more enemies. Love how you can see the silhouettes of both the heroes and the enemies on the movie screen in the background. Also, that's a pretty weak flick. All it consists of is some woman with bare shoulders looking at you from behind and nothing else.
You'll then see some guy tear through the movie screen and come at you. This is Jay-Jay, the leader of the Dreads. When you take this guy down, he'll join your cause, and you can play as Jay-Jay for the remainder of the game.
Friday, November 25, 2016
DeceasedCrab plays Moon Crystal - Part 8 of 8
Here it is: the stunning conclusion to Moon Crystal!
Count Crimson isn't that hard if you know what to do. You'll have to double-jump over the fireballs he shoots. From there, double jump over the crescent beam he tosses from his hand and slash him in the face once. From there, get back in position to jump over the fireballs and begin to repeat the process until he's dead.
If you haven't take any damage, the second half is a lot easier. From there, you can jump up to his face and slash at him until he dies, all the while avoiding the fire wave that travels back and forth along the ground as well as the blue things the Count spits out.
Stage 7
The game's not over yet, though. "Rosina" stays behind to erase any and all signs of what the Count was trying to do, and tells Ricky to get out of here.
From this point, you'll have to go backwards through Stage 6. Thankfully, getting back to the beginning is a lot easier than getting to the final battle. There are no enemies, though you will still have to deal with the retractable spikes. This can be doable, though.
When you make it out of the castle, you've done it! You've won!
Thursday, November 24, 2016
DeceasedCrab plays Moon Crystal - Part 7 of 8
It's safe to say that I do not like this half of the lab. It just reeks of the "Nintendo Hard" label given to 8-bit games.
Stage 6: Laboratory (continued)
The second half is very spike crazy. Not the retracting ones, though, just the regular ones. At one point, you have to leap over some spikes on a small platform, and there's a whole bunch of spikes around you. Apparently you have to walk off the platform at its right-most point, hang onto the breakaway platform, get onto it, then run to the right from there. This is crucial if you have only three hit points.
You'll eventually catch up to Crimson, who decides that using the Moon Crystal to change himself into a horrid Ninja Gaiden-like monster is a good idea. So he does it.
DeceasedCrab plays Moon Crystal - Part 6 of 8
This is the last level...and it's gonna be long.
Stage 6: Laboratory
Oh, boy. This is one nasty level. I'm pretty sure Count Crimson doesn't want anyone in here as the whole lab is one big death trap. You have electrical barriers hounding your progress, spikes on the floor and ceiling that make for a very tight squeeze (enough room for you to stand, but that's about it), and breakaway platforms that make certain places hard to get to, some of which are locations to pretty good power-ups, such as extra lives.
The spikes are the worst. Duck under the ceiling spikes, and be ready to position yourself so you don't get stabbed. The spikes go in and out every second, so get the timing down before you proceed. I've seen spikes before, but these...these give me the willies after looking at them. Take about two steps on the walk cycle (read: have Ricky take two steps) before ducking as a general rule as you try to get the spikes' timing down to a science. You'll also see slopes that lead to spike-infested floors and ceilings, but these are the easiest to safely traverse.
It won't be long before you catch up to Dr. Slater...and the Lunasystem! Count Crimson shows up with Merle, however, and sics a robot on you.
The robot has two forms. For the first one, double jump over the robot and strike it as it hits the floor, shooting out a fire wave that travels across the ground. You'll want to save your hit points for this one. Hope you have five hearts!
The second one ditches the armor and jumps around, shooting a spear out of its chest that will hit you if you're too close. Your best bet is to leap towards it as it's in the air and slash at it. Thankfully, you don't take damage from jumping into it while attacking, which makes this a lot easier. The robot will eventually go down.
After the battle, Count Crimson tries to use the Lunasystem on Merle as an example of how he'll make a life force superior to that of mankind. It doesn't work, as Rosina shows up out of the blue to stop the machine. This amazingly sacrifices her life, as the real Rosina is dead and the Moon Crystal animates the simulacrum that we've known all along. That's right, folks! Rosina is actually an artificial human powered solely by the Moon Crystal!
Count Crimson then flees, but Ricky goes after him...
Wednesday, November 23, 2016
DeceasedCrab plays Moon Crystal - Part 5 of 8
We go into the mines and try to save our father along with the whole village!
Stage 5: Maclonna Mine
The gargoyles swoop downwards as they go back and forth. Wait for them to hit the center of their movement arc before you jump up to them and swing.
The spiders shoot projectiles as they bob up and down. Avoid the projectiles, then slash away.
Watch out for the boulders that fall from the gaps in the ceiling. There's no way to destroy them, so all you can do is wait from them to drop from a safe distance and move on. More often than not, you'll see them drop onto conveyor belts that are placed throughout the mines, which can either speed you up or slow you down (more often, it's the latter).
When you reach the work platforms, steam will sometimes rise from the floor. The steam can damage you, so wait for it to disappear. Don't jump over it unless you have the double jump boots, which make jumping past them much easier.
To reach the full health icon that seemingly can't be grabbed, you'll have to get close to where the ledge is and double jump, grabbing onto the ledge after the second jump. Near this, you can grab onto the ledge and go to the right for another health extension.
The boss here is a muscular man that throws boulders at you. When he lifts up a rock, slash at him a few times and run away. If you have the maximum five hearts, just keep hacking away at him and don't stop. Doing this with four is kinda pushing it.
The villagers are saved, and so is Ricky's mother...but Merle has been taken by the Count. (Yes, the red-haired girl from the intro has a name.) Apparently, Count Crimson wants to experiment on her with the Lunasystem.
C:\ LAZIER C:\ LAZIER C:\ LAZIER
LOOK I FOUND THIS YESTERDAY AND IT IS FUNNIER THAN IT HAS EVERY RIGHT TO BE OKAY
Tuesday, November 22, 2016
DeceasedCrab plays Moon Crystal - Part 4 of 8
We board a pirate ship that will take us to the island, but the crew proves far less than hospitable.
Stage 4: Pirate Ship
After using the cannons to get onto the ship, you're going to have a bit of a rough time.
If the pirates that swing their swords at you aren't bad enough, the seagulls will. Yes, the seagulls are enemies are will hurt you if they run smack into you. Forget the cannon on the top of the ship that you can destroy. Those seagulls are serious business.
The parts between the gaps of the top of the ship are parts you can stand on. Also, don't be afraid to fall and use your ledge grabbing ability to reach some of the cannons. It works quite well and could save you from one of the seagulls. Those seagulls, man. Even they want you dead.
When you reach the sails, get the dagger upgrade to the right, then climb up the sails. You'll see more sword swinging swashbucklers as well as muscle men who fight with their fists. (Greatest alliteration attempt ever!)
One of the chests on the first sail contains the double jump boots. Get them. Double jumping is always good.
There is an invincibility power-up at the top of the second crow's nest. Take it, because you're going to need it as you effortlessly fall to the right to enter the next section.
Aside from a health extension a little bit to the right (and what looks like a blue man in a skeleton mask with a gun), you'll see stairwells going down towards the hull of the ship. The first gap to the right that you see can be reached with the double jump - and grabbing onto the ledge above - to find a hidden 1-Up.
The boss is the pirate ship's captain. DeceasedCrab just runs up to him and hacks and slashes him as fast as he can. The pirate stands there for about a second before you attack him, and it's basically the only course of action you have. Just make sure you have five hearts for this, and don't die in this stage.
After the boss battle, Rosina shows up and tells Ricky his dad is in the Count's laboratory, while the rest of the village is in the mines. She also reveals that she is Count Crimson's daughter, and that he is going to use the Moon Crystal to commit horrible acts. She then explains that the Moon Crystal amplifies human life energy under a full moon, and that the Crystal's power can temporarily bring the dead back to life.
She then mentions the Lunasystem, which lets Count Crimson make his own undead army anytime he wants. The Lunasystem must be destroyed...
DeceasedCrab plays Moon Crystal - Part 3 of 8
We're there...but how do we get in...?
Stage 3: Count' Castle
At the beginning of this stage, you'll have to use the trees to get up to the castle, as the Count has never heard of a door. That, or we can't see it. I dunno.
When you make your way downstairs, take the stairs to the left of the archer. Hit the switch, then make your way right as fast as you can so you can get past the gates before they clang shut. After spending some time downstairs after this, you'll have to get rid of the guy in the robe blocking your path so you can go to the right and jump onto the switch. From there, get up the stairs and make your way to the right past all three gates before they slam shut on you.
The purple platforms will tilt towards whichever end you're standing on if you're not standing dead center on them, so you'd better be careful with them!
New enemies here include robot sentries that look slightly like mines, zombies, and sea anemone-looking things.
The boss here is the Count. Do not move a muscle. As long as you have at least four hearts, you should be able to beat this guy, but having five is ideal. Just stand in the doorway and slash at him. Don't even move a muscle and mash the attack button as much as you possibly can. You'll take damage, but the Count will fall before you do.
After you win this battle, you'll find out the Count is someone else. I'm assuming that's his flunky from the last cutscene. He'll tell you Count Crimson is at Maclonna Island along with your dad, Dr. Slater.
Monday, November 21, 2016
DeceasedCrab plays Moon Crystal - Part 2 of 8
Time to get out of town and head towards that castle! We don't have a second to lose!
Stage 2: Waylaid Street
Any power-ups you collected in one level will be taken away from you in the next, leaving you to collect them all over again.
The dagger extends the range of your attack.
New enemies include werewolves, fat troll-like creatures that look like they're holding knives over their heads as they run at you and rotating cannons that shoot at you.
You'll be jumping up a building. You'll find two daggers and the double-jump boots, so make sure you open any of the treasure chests that you see. When you make it to the top of the building, double jump all the way to the right. You'll drop one screen and land on a roof. You'll then be able to continue.
The boss here is some guy with a knife that jumps around. Just stand next to him and crouch when he leaps at you, then when you're facing him again, stab him. He's the easiest boss in the game.
We finally see Count Crimson for the first time, as he tries to force Dr. Slater into helping him build the Lunasystem, which allows him to draw from the Moon Crystal's power at anytime.
DeceasedCrab plays Moon Crystal - Part 1 of 8
The Moon Crystal has been taken...and Cirrus Village has been abducted.
Save for one boy, Ricky Slater...
Believe it or not, the game was meant for an American release but got canned at the last second.
Let's do this already.
Stage 1: Evil Forest
The controls are your typical side-scrolling platformer controls, but you can grab onto ledges much like in Prince of Persia. Turning around isn't instantaneous, but at least the animation for it is pretty good.
The animation in this game is amazing, now that I mention it. Both Ricky and enemies alike have some fluidity to their movements, which is amazing for a Famicom game.
Attack treasure chests with your knife. Small hearts replenish one heart, while a big one replenishes your entire life bar.
The diamond makes you invincible for a few seconds.
A circle with a clear heart in it increases your max health by one. You can only have up to five hearts. Even if you have the maximum five hearts, they're still worth picking up if you're low on life as it still fills one heart on your life bar if you're at less than full health.
The men in the robes just move back and forth. The spiders will jump at you if you're close enough. The archers' attacks will miss if you duck.
The shoes with the wings will give you a double jump. Just jump while in mid-air to perform it.
The circle containing Ricky's face is an extra life.
The boss at the end is a barbarian with an axe. Use the tree branches to get behind him, and whack him from behind as he swings his axe and/or turns around.
When you beat the barbarian, a girl named Rosina shows up and tells you that Count Crimson abducted your father in order to use his research on the Moon Crystal for evil gain. The Count, Ricky's father and the abducted villagers will be at the Count's castle beyond Cirrus Village.
Sunday, November 20, 2016
plasticallan plays Abadox - Part 3 of 3
This is it! We've reached the epic confrontation with the virus that has taken control of the entire planet! This is gonna get nasty!
Stage 5 (continued)
After you beat the mini-boss, destroy the wall.
The big flashing globes that produce the force fields that can kill you are indestructible, so move past them when the fields are down. The fields stop working when the boss music kicks in.
The boss here is a giant robot. The head produces three-way shots, and both hands do it too. The hands can also shoot lasers straight to the other side. Stand just below the path of the straight-flying projectile in the head's three-way shot and pummel the head with your weapons. If you're standing between the path of that straight shot and the higher laser of the two, you're doing it right.
Stage 6
There's a whole lot of new enemies here. There are enemies that walk on the walls and fire on you. The green brains of the skull enemies can come out after you destroy their main bodies, and can stick to you to keep you from firing until they disappear.
Just like last stage, there are force field generators that will destroy you. Be ready to move past them when they're down.
To get past the crushing wall, stay at the top and wait for almost all of it to show up. Go straight down and let your barriers and personal shield take the damage. You want to get to the other side as soon as possible to avoid a one-hit kill.
The blue enemies that move to the top and then try to ram into you from behind will also shoot green fireballs that circle around the screen. Believe it or not, you actually have to shoot them down in order to get rid of them.
The mini-boss here is a set of eyes that shoot those cursed green fireballs. Move in the same direction as the fireballs and keep firing so you can take out both the boss and the fireballs at the same time. If you have powerful weapons, this is far easier compared to if you don't.
The second half of this stage is a nightmare. Just keep firing at everything, and avoid all those lasers! By all means, keep your shields high. There is a barrier power-up near the end, but that's about it.
The boss is actually really easy if you know what to do. Guess what? You probably didn't even see this coming, especially if you've played through the game before and found this boss difficult. Get up to one of the eyes before the fight begins and stand right in front of it with guns a-blazing. You'll be able to finish the fight before it even starts, and you won't have to deal with the random enemy fire or the arms of this final boss. Yes, this is the final boss...if you can believe it.
When you beat the game, you'll free Princess Maria! You did it!
Wait. No, you didn't.
Get all the speed power-ups and be ready to move. There are no enemies here except for whatever walls you're about to crash in. This part moves faster and faster, but it can be done.
When you make it out, you've finally finished the game.
Saturday, November 19, 2016
plasticallan plays Abadox - Part 2 of 3
This is a short game, but it gets pretty nasty pretty quickly...
Stage 3
The red eye enemies split into two much smaller red eyes that fly around in wide circles when you destroy them. You'll need to do away with the smaller eyes if you don't want to take unnecessary damage, as they can really be a pain in the pants.
If you have the homing missiles, taking out the turrets in the narrow corridor is a snap.
The mini-boss here is some sort of fish. Stay close to the middle and avoid the huge salvo of three-way shots that it fires off, then move out of the way by getting under and around when it moves close to you. When he goes to the right, avoid all the enemy bullets and start firing at it.
The spiked square gives you a circular beam. It's very powerful, and it's big enough to take out a lot of things that are coming towards you.
The narrow pits at the top and bottom near the end spawn an infinite amount of enemies. Shoot them all down as you try to make your move. When you have enough space, move to the right before the enemies get you.
The boss is some weird alien thing with an eye in its body. The eye shoots a five-way shot as the face on the ceiling spawns the same enemy over and over. If you still have your homing missiles, this one's a snap. Park yourself just under the center shot of the eye's five-way shot and keep firing at the eye. The homing missiles will take care of the enemies that come at you from above.
Stage 4
Back to the vertical shmup grind here.
The worst of the enemies are the bubbles. Destroying them turns them into some sort of green lizard that latches on to the ship, drags you to the center of the screen and leaves you at the mercy of the enemies. Shoot it down with strong weapons or get out of its way.
The giant worms that come out of the walls can be shot at the base, where the eye at the other end is at. If you do that, be prepared to move away slightly from the appendages that split apart when one dies.
The mini-boss is some sort of spider. Stay at the top and avoid the blue fireballs it shoots out as you take this thing down. If you have strong weapons, this thing will go down in seconds.
You'll soon have to move past a giant worm-like creature with the teeth of a lamprey eel. Avoid the spikes that come out, and move past them so that you can get past all of them after they've moved back into the worm. If you see any turrets in your path, shoot them down.
When you reach the end of the worm, you'll see an eye on the left side. Stay at the very top of the screen here. You'll want to be just to the right of the wall to your left, and you don't want to be directly above the eye lest you want to get fried by the lasers it shoots out. If you have strong weapons, this will also go down in seconds. Otherwise, stay at the top of the screen and move to the left when the laser comes out.
Stage 5
The turrets here have two forms. Once you shoot at the guys sticking to the floors and ceilings and blow their heads off, they'll turn into regular turrets.
The walking turrets shoot missiles straight up into the air. Take them out whenever you can; it'll make getting through this stage easier.
The miniboss here are a combination of Nazal and the aliens from Alien. Shoot at them and avoid their shots. With the flicker going everywhere, it'll be a bit crazy, but it can be done. Once you've done enough damage, you'll take them all down and be able to proceed.
plasticallan plays Abadox - Part 1 of 3
If a virus ate an entire planet, and you went into the virus, it'd look much like this.
In the year 5012, a virus known as Parasitis has completely engulfed and consumed the planet Abadox. Princess Maria has also been devoured, and the army destroyed. Second Lieutenant Nazal is the only hope left to save her.
Stage 1
The blue ships give you power-ups.
The S Icon increases your speed.
The spiked diamond changes your pellets into a three way shot.
The eyes on the ground create projectiles they can shoot into the air as they roll back and forth.
The B Icon is a barrier. You can have up to four, and while they protect you from damage, they'll disappear after taking enough damage.
You'll soon your first miniboss - a skeletal dog-like creature that jumps around and shoots three blue projectiles into the air before shooting a much faster, smaller green projectile that goes for your present location at the time it is shot. Just keep avoiding the dog and its projectiles, and pay attention to the green shots so you don't get hit by them. This is a fairly easy mini-boss, but it just gets more difficult from there.
For the next area, shoot the wall to get entry into Parasitis itself. Be careful near the entrance, as monsters will come out of the pit at the entrance.
The teeth will move in and out of the ground and ceiling. They're pretty slow, which make the enemies in this part the real challenge.
The spiked cross gives you a five-way shot. The angles are a lot more spread out than with the three-way shot, but it can come in handy.
When you reach the tongue, watch out for the acid droplets that come down from the ceiling, as they can damage you.
The M icon gives you missiles that you can shoot along with your primary weapon.
The P icon is a personal shield. This gives you an extra hit if you don't have any barriers.
The mini-boss here is a face that comes out of the fleshy wall in front of you. Its eyes come out of the "sockets" and move up and down, trying to shoot at whatever is in their line of site every few seconds. As this is going on, the boss itself shoots a three-way shot. If you haven't lost all your power-ups yet, this mini-boss is a pushover. Nevertheless, stay to the left and shoot at the eyes until the boss dies, avoiding the projectiles the boss shoots out all the while.
If you die, you lose all your power-ups and you'll have to get them all back. Thankfully, there are checkpoints.
Stage 2
The even-numbered stages are top-down segments, but you go down instead of up. You might actually complain here, but it actually makes sense since you're going into a monster. (It's the little things that make an old-school game great.)
The heads with the red appendages at the bottom leave the appendages behind when you destroy the heads.
Watch the walls, as there are blue rods that will break apart into segments and head towards the bottom, and there are turrets in what looks like the intestines of Parasitis that shoot at you at a 45-degree angle.
The spike rectangle is a laser. It shoots straight, but it covers between the missiles nicely. It's also very powerful.
If you pick up an M icon after you get missiles, the missiles will have the ability to home in on enemies from that point on.
The green balls shoot three-way shots. Take them out when you see them, as they are very dangerous in groups.
There are arms that come out of the walls to the sides near the end of this section. If they grab you, it's instant death.
The mini-boss here is a worm with an eye for the head which flies clockwise around the screen. Shoot at the eye as it flies to the left, then avoid the worm and its numerous three-way bullets as it makes its way back to the left again. The bullets don't disappear when the boss is destroyed, so be careful to dodge them afterwards.
Shoot the wall, then be ready to dodge projectiles. The corridors here are not as open as the first section of this stage was, but enemies such as the instant death hands can be destroyed. Don't be surprised if you lose your barriers here.
The boss here is an eye that shoots a double three-way shot as turrets surrounds it. You can stand just to the right of the blasts that go straight to the top of the screen and hammer the boss from there if you still have your weapon upgrades.
Friday, November 18, 2016
DeceasedCrab plays Amazing Penguin - Part 8 of 8
You thought Room 37 was bad? Check out the last rooms of the game. That's right, we're ending this.
Room 38
All the panels are connected by short zig-zagging paths, and some of the panels are dead ends.
Leave traps like you did in Room 38 whenever necessary, and get rid of any blobs you see in the panel you're at. There are nothing but black balls here, so good luck.
Room 39
The panels are really small rectangles that are close to each other. Once again, set traps.
Room 40
Here it is! The last room!
For this final room, the game changes amazingly. There are now two bears on platforms that move around the stage, and at the north end of the room is a phoenix with a flame surrounding it. If you can get the white ball over near the phoenix without either getting burned or running into the phoenix, you're done. The game is over. Congratulations!
Thursday, November 17, 2016
DeceasedCrab plays Amazing Penguin - Part 7 of 8
We're hitting the final stretch...and it's about as insane as you would imagine. I mean, we spend all this video on Room 37. Gimme a break.
Room 37
Password: 916328
As soon as you reach any of the panels here, prepare to be swarmed by the blobs.
An ingenious way of dealing with this is to leave traps. If you get chased around by a bunch of blobs, just kick or take one of the balls and get rid of them all. Also, kick a ball at one blob so you can kill the whole "two-at-a-time" mentality that the blobs always want to utilize. It also works well with blobs on perpendicular yet separate paths, as you can do this to attack some blobs without being near them.
DeceasedCrab plays Amazing Penguin - Part 6 of 8
We're finally out of that nightmare that is Room 33...
Room 34
This is a counter-clockwise spiral. Be sure to give yourself some movement room in case you come in contact with one of the blobs. Once you know where the one near you is turning, gun it.
Room 35
The panels are set up in a circular pattern, but the way to get through this room is anything but. Deal with the blobs the same way as you did in the last room.
Room 36
The crayons and pencils are back with a vengeance, along with a clip. At least this room is simpler.
The panels reveal a picture of the penguin with a girl.
Wednesday, November 16, 2016
DeceasedCrab plays Amazing Penguin - Part 5 of 8
Not only does the game get even harder, but the board designs also get crazier.
Room 29
Password: 054217
The cutscene for the password is the first appearance of the female penguin you're trying to rescue.
Anyway, the blobs are placed so that it's hard to get around in the beginning.
Room 30
The paths spell out the name "Tom." Weird.
Room 31
The paths make up a brick pattern with chevrons running from the lower-left to the upper-right. Watch the enemies and go from corner to another when it comes to freeing panels.
Room 32
There are nine four-square section linked together only by one line between each one. All of the balls are black, so you'll have to watch the enemies closely to see where they're going to move.
Room 33
Password: 689721
Pay close attention to where the blobs go and be careful when you take any of the white balls, or else going from one set of panels to another is going to be very difficult.
You'll also be kicking the black balls a lot more than you collect them. A lot more.
If you need to, get the white ball in each section last.
Tuesday, November 15, 2016
DeceasedCrab plays Amazing Penguin - Part 4 of 8
Yep, the game's still hard.
Room 23
The paths are perfectly symmetrical, so watch the junctions closely before you make your next move.
If you can time it right, you can make it so that you can attack a lot of enemies at once.
Room 24
Cover the perimeter first, then go for the middle. If you can time it right, you can keep the blobs out of the middle of the board.
Room 25
Password: 840492
You can kill the clip in the center of the room with the ball, but you'll have to free the panel while it's on the junction near it if you want to get out of that middle section.
Room 26
The paths go every which way, so watch the enemies here and time when you pick up the white balls.
Room 27
Finally, something more symmetrical.
Room 28
The pencils and ice skates finally return.
At least this and the previous room are easier compared to the two before it.
The panels here reveal the penguin with a dog, a cat, a monkey and a swan.
DeceasedCrab plays Amazing Penguin - Part 3 of 8
...and this is where the game starts to get hard.
Room 17
Password: 302945
The paths here are really short...and there are blobs. Always be ready to kick a red ball at enemies at all times, and be sure to get both of the white balls at the top at the same time.
Room 18
You really don't have a lot of room to maneuver here as well, as the series of paths are like one long rope-like shape. Thankfully, all the enemies are blobs, so use the fact that the blobs always have to turn at the junctions against them.
Room 19
Well, you've got three squares to work with. Work on the middle first, then go for the sides. Again, watch the blobs.
Room 20
The binder clips are the opposite of the ice skates: they can move up and down, but they can't move left or right.
The panels reveal the penguin with a unicorn.
Room 21
Password: 153876
The panels here are spread apart even more here than in other stages. Take out monsters as you free the minature sections to make this stage easier.
The panel areas are pretty small, so watch the enemies and be prepared to back away in advance.
Room 22
All of the panels are thin vertical strips. All of them. Even worse, all the balls are black, so you won't be able to make the enemies go in reverse if they're about to gang up on you...and they're all blobs, which just makes this room even more unpredictable.
Your best bet is to take out as many enemies as possible within the fastest amount of time. If you can get rid of at least two most of the time whenever you free any panels, great.
Monday, November 14, 2016
DeceasedCrab plays Amazing Penguin - Part 2 of 8
Doesn't seem amazing. Yet.
Room 09
Password: 235408
The paths here are fewer than in previous room, and therefore are also longer. If the pencils see you, be ready to run.
Room 10
We go back to dealing with the blobs here. If you've haven't been paying attention to the enemies, especially after you grab the white balls, you'd better start doing it now.
Room 11
If there are any walls in what looks like a panel, then it isn't a panel.
Room 12
All the panels reveal the penguin with a kangaroo, a squirrel and two ducks.
Also, this stage is the debut of the ice skate, which just moves back and forth. It doubles back very randomly, though, so be very careful if it's near you. The ice skate can only go left or right, never vertically.
Room 13
Password: 678163
If you're standing between two balls, you can grab them both at the same time.
Room 14
This room is a little easier than what you've been through so far, as the patterns for the paths here are very linear. Just pay attention to the blobs, though.
Room 15
You won't be able to free more than two panels at any given time. Carefully time your white ball collecting so the blobs won't run smack into you almost immediately.
Room 16
This is just like the last room, but all the paths look like a bunch of asymmetrical bricks and the whole board is split into three mini-sections. At least you'll only have to deal with two blobs per section (at least), but you'll still want to time it right when grabbing the white balls.
DeceasedCrab plays Amazing Penguin - Part 1 of 8
If you've played Disco No. 1, Qix or Duncan in Thin Ice, you'll love Amazing Penguin!
Room 01
Your task is to get rid of all the balls on the paths to free all the panels. The white balls are just balls you can collect for points while the black balls can be used as weapons that you can kick at enemies to temporarily get rid of them. Keep in mind that enemies will turn around whenever you collect a white ball, so keep an eye on what the enemies are doing.
You can only kick one of the black balls if you're in front of it.
If enemies are next to a panel when you free it, they'll be rid of. They will come back after a few seconds, though.
The edges of the panels are the only places that you can move on. In other words, you can only move on the lines.
Some panels will have hearts on them. If you free a panel with a heart on it, you'll get extra points. Freeing more hearts simultaneously raises your bonus points significantly.
The little blobs just move along the paths. That's pretty much all they do. They will always turn when they reach an intersection or corner and can double back when you don't expect them to, so be careful around enemies. As expected, being touched by an enemy equals instant death.
You also have a time limit in each room. If you don't complete the room before time is up, you lose a life.
Room 02
Defeating enemies here will be hardest around the center panel.
Room 03
Keep in mind that the balls do not follow the paths you're forced to walk on when you kick them. They'll go all the way to the side of the screen in the direction you kicked it in. Use this in your favor to get rid of enemies before they become a problem.
You'll earn an extra life every 10,000 points...but play smarter, not harder.
Room 04
The crayons are a little bit faster than the little blobs.
Every so often, you'll reveal parts of a picture as you free panels as opposed to the same static pattern. Here, it's the main character playing violins for two rabbits.
Room 05
Password: 981990
You get a password every four levels, and they come with a little cutscene. You also get new music!
If you lose all of your lives, you'll be taken back to the last level where you got a password at.
Anyway, the paths are very linear. This can be good or bad depending on how you want to tackle this course. Taking out enemies two at a time works best.
Room 06
This one has a rather interesting pattern. Once again, take out two enemies if you need to, and pay attention to where the blobs go.
Room 07
The pencils are very fast...even faster than the crayons. If you see a pencil pointing at you, just stop what you're doing and run away. Turn at a junction if you need to, because they are annoying as anything you've encountered so far in the game. It's only going to get harder from here.
Room 08
This is where the white balls start to make things a little more interesting. Pay attention to where the enemies are going, because you'll want to know where they go when you send them in reverse.
Sunday, November 13, 2016
Teenage Mutant Ninja Turtles IV: Turtles In Time - The OST (Super Nintendo)
Here it is: every track from the Super Nintendo version of Teenage Mutant Ninja Turtles IV: Turtles in Time.
Saturday, November 12, 2016
Knightwing and Kwife play Teenage Mutant Turtles IV: Turtles In Time - Part 2 of 2
And here we are with the second half of the game!
A.D. 1530
Skull and Crossbones
The bumps in the floor are loose planks that will smack you in the face if you step on them.
The sea green soldiers shoot arrows at you, then flee.
At one point, there will be another pirate ship in the background. Pay attention to which cannon fires as you fight. If the left cannon fires, stay away from the left side of the screen. If it's the right cannon, stay away from the right.
The yellow soldiers at the end throw spiked chakrams at you. Approach them diagonally.
The bosses here are Bebop and Rocksteady. Unlike previous games, you'll have to fight them both at the same time. Bebop carries a whip while Rocksteady wields a rapier. Criss-cross these guys with jump kicks, and don't move straight ahead towards Rocksteady as his lunging sword attack will knock you waaaay back.
A.D. 1885
Bury My Shell At Wounded Knee
Don't worry about falling between cars, you can freely walk over the spaces between them.
Some of the orange soldiers carry whips with metal hooks to slice you with, so jump kick them if you can.
The rock soldiers here carry metal girders as if they're lead pipes. Do not let these guys whack you.
Jump over the barrels that fall from the sky and roll towards you.
If you strike the box of fireworks, it will explode after a few seconds. The explosion will take out any nearby enemies.
One of the rock soldiers near the fireworks box has a rocket launcher. Take him out before he can use it.
The boss here is Leatherhead. Whack him a few times, then jump out of the way when he starts crawling in place so he doesn't ram you. If he goes to one side and starts throwing knives, avoid the knives and wait for him to stop throwing them before continuing your attack. He also has a quick jab whic is nearly impossible to see, much less dodge.
A.D. 2020
Neon Night Riders
Unlike the arcade original, this stage takes advantage of Mode 7. Also, the arcade original had much stronger music.
Also, this is the most futurized version of the 2020s that the 1990s ever produced. Watch it not become reality, guys.
You won't fall into the pits, so don't even worry.
Take out as many Foot Clan soldiers and Mousers as you can, and try to collect as many yellow spheres with the blue question marks as possible for more points.
The boss is Krang in his robot body. When he extends one of his legs, he will attack with a rocket-propelled kick, so you'll want to be out of his way for that. If he goes to one side of the screen, he will either fire missiles or mortar bombs. The missiles are easy to avoid, but you'll have the watch the shadows of the mortar bombs to see where they'll land.
A.D. 2100
Starbase - Where No Turtle Has Gone Before
Aside from the Foot Clan soldiers you've seen in just about every stage, you'll also be dealing with a variety of robots. The ones at the beginning shoot lasers and are easy to destroy, while the others quickly crawl around the floor. When their heads are yellow, you'll want to get out of the way as the yellow crescents they fire at you shock you for a few seconds.
When you reach the section of the stage where there are hexagons on the floor, stay away from the lighter ones. When those rise up, they will freeze you much like Tokka's ice ray if you're above them.
The rock soldiers with the missile launchers shoot a missile that sends out a line of flames that travels a short distance along the ground before they run away. Other rock soldiers have guns they can use to fire at the floor with, and others still have stun guns that can hit you from a short distance.
The boss here is Krang, and this time he's in his UFO now that you've destroyed his robot body. Criss-cross Krang with jump kicks, and stay away from the sides if you see yellow waves come out of them. This is an indication that he will fire bubbles from the sides that will both damage you and leave you immobile for a few seconds.
Sometimes Krang's UFO will spawn those robots that move across the ground. When that happens, Krang disappears and you'll have to take out all the robots before he appears again.
After taking enough damage, Krang will stop moving and try to crush you with the bottom of his UFO every few seconds. You'll want to stop attacking him when he does this, as there is a good sporting chance he'll hit you out of a jump kick. Wait for him to hit the floor, and jump kick him when he comes back up.
A.D. 1992
Technodrome - The Final Shell Shock
Shredder instantly transforms into his Super Shredder form right off the bat. From there, he'll teleport around the room and attack you in-between teleportations.
When Super Shredder flashes a purple flame, jump out of the way immediately as he will send out a line on flames towards you.
When he flashes a green flame, he simply shoots out a green projectile that is easy to dodge. If you get hit by it, you'll be a regular turtle for a few seconds and you won't be able to move.
If it's a blue flame, he'll perform an anti-air attack that will knock you away in case you're jumping towards him at the time.
The flame that emanates from his body will all hurt you if you're near him at the time.
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