Friday, March 31, 2017

Classic Game Room and CGRUndertow review Quackshot Starring Donald Duck




Two for the price of one! Reviews of the game from both Classic Game Room AND CGRUndertow!

PrinceWatercress plays QuackShot Starring Donald Duck - Part 3 of 6


We have an expanded world to explore now! Where to go first?


We have quite a few places to go to now that we have the real treasure map, but the first place you want to head to is Maharaja.

Maharaja


You'll be able to get chili peppers from the guys with the guns when you start the stage.

The snake charmers are a new enemy exclusive to this level. Don't let them hit you with their music; otherwise, you'll be charmed in place and the snakes will advance and hit you.

Be careful when fighting enemies, as there are walls you can hide behind that can make your weapons totally ineffective enemies if you're not standing completely away from them.

You'll eventually make it to the palace. When you do, Donald will plant the flag and you won't have to go through that gauntlet of enemies again.

Head into the palace, and walk forward to talk to the Maharaja. He'll offer a challenge: if you can defeat the tiger in the garden, he will reward you with the Sphinx Tear. Head further to the right to tak ethe challenge.

Shoot the guy to your left, then drop down. Enter the door to the right.

From there, head to the right and head to the door at the end.

Next, go left and jump over the door. Go all the way to the wall and climb it with the Red Plunger. Slide to the door that you see.

From here, take out the snake charmer enemies and keep heading right, using the bubble gum ammo to take out the turtle. There is a gap in the ceiling after the turtle. Slide so that you're under it, then jump up and enter the door to the right.

You'll finally face the tiger, who looks somewhat like a happy Shere Khan from The Jungle Book. Equip the bubble gum ammo and duck down to avoid the tiger when it makes low leaps from one side of the room to the other. When you see fire come out of its mouth, jump to avoid the fireballs (which turn into a couple of tiny tigers when it hits the wall). You'll have to hit the tiger in the head in order for your ammo to connect, which can be a bit difficult. After a few bubbles, the tiger will eventually go down and a door will appear. Enter the door, talk to the Maharaja and you'll get the Sphinx Tear.

Head back outside and call the airplane.

Egypt


The Sphinx is in Egypt, so we might as well go there.

You'll be dealing with more quicksand, guys with guns, birds with beehives, and more turtles. If you only picked up four chili peppers in Maharaja, you can grab a fifth one here and blow clear through to the other side of the stage. You'll also see men in quicksand, but you can easily avoid them with some good jumping.

At the end is a door that you won't be able to open right away. Donald will lay the flag down that will allow you to call the plane, but thankfully, we will be able to open it after all. Go to the door, pause the game, use the Sphinx Tear and you'll be able to enter.

Inside the pyramid, head to the right and use the Red Plunger to climb over the moving walls. You'll eventually come across a ladder. At the next floor are some spears. Get really close to the first spear, then hold the A button and move past all the spears to run past them all as they jut out from the floor so you can arrive at the other end unhurt.

Next will be some ceiling spikes on a low passageway. Keep holding Down on the Control Pad as you slide through this area. Before you are done with this area though, roll your thumb on the Control Pad from Down to Down and Left so you can face the other direction. Slide once more to the area with the bricks on the ceiling that look different from the rest of the ceiling. Go up this area with the Red Plunger to get some money if you want it.

Keep the Red Plunger equipped (or use the Popcorn Gun) to take care of the guys that throw fire at you, then slide to the left...but wait! If you need health, climb up the wall and head to the right if you do. You'll also find a 1-Up here.

After sliding to the left, climb up with the Red Plunger and head to the right. Watch out for the rings of fire on the slope, tapping forward to stay in place, then you'll run into another fire thrower. Hold A to get past the spears, jump to the platform and over the fire, then avoid the next set of spears. There is a part of the floor that looks different from the rest after this, and if you walk into it, you'll be sent back down and you'll have to retrace your steps. At least you'll get some health and Popcorn Gun ammo, but you'll still have to head back up there and jump over that patch of the floor to continue on.

You'll be doing some real platforming in the next part of this tomb. The first set of platforms won't buckle under your weight, but the next two sets will, so you'll have to be quick there. You'll also have to avoid fire falling from the ceiling on the second set, and you'll also have to jump over fireballs that leap up and down on the next set of platforms after that. After some more running and jumping (and falling fireballs), you'll be in the next section.

You'll then come across a long slope going downwards in the next section. Keep running and holding A and you'll be able to avoid all the fireballs. Climb up the wall with the Red Plunger, dodge some more fireballs, then hold Right on the Control Pad on the second pit so you don't fall into the fire below, allowing you to enter the next section.

The next section has a picture of a sun on the other side of the screen. Remember the note that said "1 Sun 2 Moon 3 Star?" This is what the note is for. Leap on the tile with the Sun, then the one with the Moon, then the one with the Star. . When each tile sinks down, you're doing it right. Be sure to leap dead center on each tile, or else they may not register. This will cause the ceiling that is coming down on you to immediately rise back up. You want that. Otherwise, the ceiling will crush you and cost you a life. From here, climb up the wall to the ring and take the Scepter of Ra, which you're going to need. Climb down the ladder, and you'll drop down into a mine cart. Be ready to make jumps from one cart to another, and don't jump out of the mine and into anything else or else you're going to lose a life. For a short section, this one is pretty easy to screw up multiple times if you're not careful.

When you're done with that section, you'll be out of the tomb. Call the plane. You're done.

Thursday, March 30, 2017

PrinceWatercress plays QuackShot Starring Donald Duck - Part 2 of 6


We head to Transylvania in search of our treasure, and find out that the scope of our search is more vast than we could even imagine.


Duckburg


Now that we're over the high wall, we have some building to climb as we go from left to right. Watch out for the beeping sounds of the horns as well as the turtles, and stay high as often as possible to make it to the other side with minimal damage. There will also be a few guys with guns who will give you power-ups, as well as a Mickey Mouse blimp in the background.

When you reach the other side, it will suddenly be sunset and you'll be near the power lines. There will be a grey zipline that you will have to jump into, and when you do, you will ride the power lines. Along the way, you will have to jump from one zipline to another while dodging some stray voltage and also picking up points and power-ups. This part will take some practice, but once you get it down, it feels natural and pretty darn thrilling. When you make it to the other side, you'll be able to talk to Gyro Gearloose. He will ask you to try out his newest invention: bubblegum ammo that lets you shoot bubbles. He will give you more if you run out, though if you conserve your ammo and pick it up throughout the game when you can, you won't have to come here very often. And yes, you have to jump from one zip line to another just to get back there and refill the ammo when that happens.

Thankfully, getting back is very simple. Grab the zip line you see after you're done talking to Gyro and you'll be able to return back to the previous area. There are no obstacles on the way back, so just hang tight and you'll immediately make your way back without any trouble.

Also the moon in the background has a face and can move and blink its eyes. What the heck. Also, that brief moment of silence is from the "boom" projectile dropping down from the sky. Wish I knew where it came from.

After you get the bubblegum ammo, you'll want to make your way back to the flag and call the airplane. From here, you'll need to go to Transylvania, as you have nothing else to do at this point.

Transylvania


You'll be dealing with some guys with guns as well as some bats. Be sure to jump over the pits, as the water at the beginning is instant death if you fall into it. There are some platforms on the longer gaps. Make sure you land on them.

One oft he guys with the guns has an extra life if you stun them. If you die soon after you get it (which will probably happen if you fall into the water), it respawns.

You'll eventually make it to Dracula's castle. Donald will plant a flag so you won't have to go through that swampy platforming section again. Keep walking to the right and you'll enter the castle.

Heading further to the right will give you a conversation with a ghost, who will tell you that the bubblegum ammo will blow up certain walls. These walls have a more prominent bluish hue compared to the rest of the brickwork. When Donald tells the ghost that he is looking for King Garuzia's treasure, you'll learn that Count Dracula has the treasure map somewhere in the castle, but he won't vie it up easily.

When the ghost disappears, equip the bubblegum ammo on the pause menu, then destroy the nearby wall to continue. Avoid the ghost enemies, then use a Red Plunger to climb up the wall and continue. Use the bubblegum ammo to destroy the barrels and reveal some power-ups if you need, then switch to the Red Plunger and climb up the next wall with it. Watch out near the coffins, as skeletons will pop out of them. Kill the skeletons with the bubblegum ammo.

You'll eventually drop down into another area submerged in water. This duck can't swim; instead, he moves more slowly and has higher, more floaty jumps when he's in the drink. Regardless of which paths you take, watch out for swinging iron balls, spikes and crushing platforms. If you need to move fast in a pinch, use your slide, and remember that touching the sides of spikes will not hurt you. You'll eventually reach a high wall at the end that you can climb up to leave the area.

In the next area, you will be stuck behind the ghost of who was probably once a wealthy man. Make some progress to a set of blocks, then duck. You'll want to be ducking when he turns around; otherwise, he will split into several ghosts that will swarm all over the screen and eventually hit you as they move around. On the second set of bricks, use the bubblegum ammo to break the blocks, and stand on the one that remains. You'll eventually make it to a path leading to a door. Climb up to it with the Red Plunger and enter the door.

The next section will another area where you will be dodging ghosts before taking on some bats and skeletons. Use the Red Plunger to scale the wall at the end, and move quickly or else you will be crushed by the wall and lose a life. The barrels will hide some power-ups as well as some slime enemies.

You'll be behind that ghost of the nobleman again. Duck down in a low elevation so he doesn't see you. Get on the second set of bricks and climb up the shaft in the ceiling with the Red Plunger. You'll find another door at the top. Enter it.

You'll then face Dracula. Switch to the bubblegum ammo, then get under Dracula and shoot upwards at him. If you hit any of the bats, so be it. Stay under him and move to the other side of the room when you finally do hit him. This is his only attack. Sometimes he'll fly a little higher, but you should still be able to hit him. After five hits, you'll get the real treasure map. Enter the door, and you'll be back at the flag.

When you call for the airplane, the amount of areas you'll be able to go to is expanded. You'll be able to go to the Viking Ship, Egypt, Maharajah (which is somewhere in India) and the South Pole. Decisions, decisions...

PrinceWatercress plays QuackShot Starring Donald Duck - Part 1 of 6


It's time to play through yet another Disney-based game. Turns out, this one REALLY isn't bad!


One day, Donald Duck came across an old book in Uncle Scrooge's study. The title of the book was "King Garuzia's Great Duck Treasure." According to the book, Garuzia was once the leader of a great duck kingdom. Just before he died, King Garuzia hid his most prized possession in a secret location. Tucked inside the book, Donald found a map showing clues to where the treasure could be found.

"Wow!" Donald exclaimed. "If I could find a treasure like this, I'd be richer than Uncle Scrooge." But one of Pete's gang had been spying through the window and saw everything. Donald took the map with im as he started to head home.

Pete's gang chased after Donald and the treasure map. Donald could see an open manhole ahead and jumped over it, but Pete's gang all fell in. Donald took Huey, Dewey and Louie to the plane to take off on the great treasure hunt. But just then, Daisy appeared. "Donald, where are you going? You were supposed to be at my house for dinner an hour ago!"

"Daisy, something very important has come up. I'm going to find something special for you and I want it to be a surprise." "Donald, wait...come back, Donaaaaaaaaaald!"

Donald and his nephews took off in their plane, leaving a furious Daisy behind. Moments later, Pete's gang flew after them in a plane of their own.

And with that, the game begins.

You have three locations to start out in: Duckberg, Mexico and Transylvania. Start out in Duckberg for now. You won't be able to do anything in the other locations just yet.

Duckberg


The controls are pretty simple. Left and Right on the Control Pad move your around. Holding A lets you run faster, while pressing B lets you shoot a projectile from your gun. C of course, lets you jump. Holding Down on the Control Pad and pressing C will allow you to slide through narrow corridors. (This assumes you are using the default controls, which can be changed on the options menu before you start the game.)

You start out with the yellow plunger as your only weapon. This doesn't kill enemies; instead, it just briefly stuns them. Sometimes stunning enemies will cause them to drop items, however. 
The ice cream cones replenish one unit of health, the chickens replenish some of your health, and the corn act as popcorn which works as ammo for the gun that, when fired, act as a five-way shot. Money bags will give you points towards your score, while brown fedoras act as extra lives. Picking up chili peppers will build up the Temper meter, and filling it up will make Donald not only mad and a little bit faster, but also invincible for as long as the meter is full. Sadly, that only lasts for a few seconds, but it does let you plow through enemies. 

Aside from the guys with guns that shoot at you, there are villagers that drop flower pots from open windows which can damage you as well, worms leaping from one garbage can to another and turtles with boxing gloves who will duck into their shells if given a chance and become impervious to your attacks. You can thankfully stun these enemies with the Yellow Plunger, and in the case of the worms, you can send them back into the garbage can they came out of for a few seconds.

You'll eventually come across a wall that you won't be able to climb over. There will be a man in an explorer's outfit who will tell you that unless you have the tools to climb high walls, you won't be able to get any further. Donald will then plant a green flag, and when you're near it, you can see a flag icon flash in the lower-right hard corner of the screen. From here, you can pause the game to go to the inventory screen and call for the airplane so you can go to a new destination. You can only call for the airplane near these flags; you cannot do it anywhere else.

From here, head to Mexico.

Mexico


The cactus enemies will come apart when you get close enough, and those segments will hurt you, so be careful.

The birds with the beehives will drop the beehives, and also send bees at you. Thankfully, you can aim upwards by holding Up on the Control Pad before firing at them to put a stop to that.

Get out of the quicksand quickly, as it can really slow you down and eventually kill you if you're in it for long enough. Sometimes, there will be platforms in the quicksand that you can stand on, but watch out for the crabs that toss them up into the air, because they can hurt you, too.

The second section has a lot of platforms, and some of the platforms move back and forth. You'll be aiming upwards a few times to take care of the birds with the beehives.

Be careful around the detonators. The explosions they cause move toward you and can damage you. Jump over those explosions and you'll be all right.

In the third section, you'll make it to some ancient ruins, but the woman there will tell you that you need a special key in order to enter called the Hero Key and that you'll have to meet with a team of explorers who returned to Duckburg with it in order to get it. At this point, Donald will lay the flag down, and from here, you can call the airplane and return to Duckburg.

Duckberg


When you land in Duckberg, you'll land near the high wall where you laid the flag not too long ago instead of at the beginning of the stage. Talk to the explorer and you'll get the Hero Key. Call the airplane and head back to Mexico.

Mexico


You'll land at the ruins, and the woman will tell you that can open the door if you use the hero key. Walk up to the door, pause the game, and use the Hero Key. You're in.

Head to the right, avoiding the flames, and climb the ladder upwards. Jump up the stairs to the left and stay in the center of the fire ring further to the left. You'll approach a moving green platform, which can hurt you if it touches you. If you need to grab the nearby chicken, slide by holding Down and pressing C and you should be able to get it a little more quickly. If you need to stop the platform to get on it, you can stun it by shooting at it with the Yellow Plunger.

Go up until you can't go up anymore, and make your way to the right. There will be guys shooting fire at you. Stun them with the Yellow Plunger or kill him with the Popcorn - yes, the Popcorn actually eliminates enemies - then climb down the ladder, head left, and climb down the next ladder. There are spikes to the right of the bottom of the first ladder; thankfully, they don't kill you on contact. Be sure to watch the ring of flames as you make your way down the second ladder. Avoid the spikes to the right. If you want the money bags for points on the way to the right, you can easily jump to them. From here, you'll have to slide down the narrow passages, and unlike the Mega Man series, your slide does stop in the middle of a narrow passage. If that happens, just press C. You'll have to do this and move Donald back and forth just enough to get to the area with the four corn power-ups in case you want some extra popcorn ammo, which can be a tad annoying. If only sliding was handled like in the Mega Man games...

After the narrow passages, use the Yellow Plunger to stun the green platforms on the way up, then head to the left, watching out for the green blocks that will get in your way. You'll then have to make your way up, stunning some more green platforms with the Yellow Platforms to make your way to the slopes at the top. Go right and down the slope, and keep going right, avoiding the juping flames. You'll meet Goofy at the end, who has apparently gotten himself locked in the ruins like some sort of dumb tourist or something. He'll give you a strange note as well as another Plunger that will replace the Yellow Plunger: the Red Plunger, which stuns enemies for a little longer and can also stick to walls, allowing you to climb up to areas you couldn't reach before by standing on them as you keep jumping and sticking plungers to the wall. He also tells you that Gyro Gearloose is looking for you in Duckburg.

Pause the game and use the note in order to read it. It will read "1 Sun 2 Moon 3 Star." This will definitely come in handy later.

Now that you're done here, you'll have to go all the way back to where you came in yourself, as the game won't do it for you. On the bright side, all the green platforms that helped you make your way up to Goofy will be gone on the return trip. Unfortunately, if you die before you reach the entrance, you'll be taken back to where you met Goofy on your next life instead of at the ruins entrance like you would expect. Once you're out, head back to Duckburg. Now that you have the Red Plunger, you'll be able to climb the nearby wall and explore more of the town.

Wednesday, March 29, 2017

Miracle Girls - The OST

Here's every track from Miracle Girls for Super Famicom.

FreezingInferno plays Miracle Girls - Part 6 of 6


Oh, hey, it's a mini-game boss rush...and the games are harder!


When you meet Majo-Majo, you'll find out it was him who pulled you into the portal in the first place. Guess what you have to do next in order to get him to reveal why he did it? A boss rush. I'm not kidding.

The first game is the boss battle from Stage 2. Guess what? The boss is a little more competent now.

The second game is the whack-a-mole game from Stage 3. You'll need 80 points to make it past this.

The third game is the boss from Stage 4. Thankfully, this is the last battle.

When you win all three games, you'll find out that he sent you here because...nobody is good at the games that make up the boss battles. I wish I wasn't joking, as this just screams that the game has been marketed primarily towards girls. He then tells you that the pond at Flower Road is the portal back to Earth. Everyone jumps in, and the story finally ends.


Tuesday, March 28, 2017

FreezingInferno plays Miracle Girls - Part 5 of 6


This one gets a little more interesting than all the other stages, due to enemies popping up from behind. Yeah, that'll do it.

Stage 5: Magical Forest


The enemies you'll be seeing the most are ghosts on brooms. Some float up and down, and can be used as platforms if you feed them candy. Just watch out for the snore bubbles they shoot. At least the bubbles have a limited range.

For the telepathy ball segment, ride all of the red platforms.

Leap into the left side of the pit immediately after the third broom ghost to take a spring all the way to a 1-Up.

The worms cannot be fed candy and should be avoided altogether.

When you reach the end, you'll enter Majo-Majo's tree.

FreezingInferno plays Miracle Girls - Part 4 of 6


Looks like the difficulty for this game is pretty consistent...

Stage 4: Toys Bridge


New enemies include white cat heads with wings, cannons that shoot little blue guys (which can eat the candy), and little pink guys with dice for bodies.

Why the developers would put an invincibility star directly above the bottom of a pit, I have no idea.

Just before the telepathy ball platforms, use the spring to find an extra life.

For the telepathy ball segment: red, white, white, red. Be careful around the cannons and dodge the cannonballs.

When you reach the end, you'll teleport to another boss battle, this time against a jack-in-the-box. Guess what...it's the water tag game from the first boss again. They couldn't come up with a unique fourth boss mini-game, I guess. The layout is different, but the boss is still stupid enough to run into the blue balls, making this as easy as the first time around.

After beating the fourth boss, you'll finally rescue Noda. You'll also learn that Majo-Majo, who lives in a forest up ahead, will be able to return you to your own world.

Monday, March 27, 2017

Miracle Girls - Closing Credits


oh hey anime credits

FreezingInferno plays Miracle Girls - Part 3 of 6


Never thought I'd see lemon tea as an enemy...


Stage 3: Sweet Hill


This level introduces springs in the ground that you can barely see. These things will take you upwards to other areas.

You'll barely have time to react at the telepathy ball section. Take the red platform, then the white, then the white again.

Enemies here include hopping orange cherries, jumping lime drops and walking cups of tea with lemon slices in them.

When you reach the other character, you'll float to the vanilla wafer palace at the other side. Inside is a clown rat on a tricycle. To beat him, you'll have to destroy germs in a strawberry cake. The green germs are worth one point. The black ones are worth two. The hard hat germ takes five hits but gives you one point for every hit. The pink germ gives you two but teleports you everywhere. When that happens, keep hammering the A button to whack all the germs that you possibly can.

Beating this mini-game will free Kurashige. All that's left is Noda.

Sunday, March 26, 2017

FreezingInferno plays Miracle Girls - Part 2 of 6


Now we're up in the sky! Watch out for bottomless pits!


Stage 2: Clouds Island


New enemies here: ducks that fly around in circles and small octopi that pop up and walk on the ground.

For the telepathy ball section, you'll have to use the wind blowing upwards from the bottom of the stage to make your way onto platforms. Jump on the red platform first, then the white one.

After this segment, you'll be dealing with dragonflies, Feed them candy as they come down.

When you reach the other Miracle Girl, you'll teleport to a castle and meet a duck with goggles and an inner tube.

For his game, you'll have to collect clouds while keeping the duck from doing the same. Press A to jump and B to blow the clouds upwards. If you blow the clouds up too much, they'll turn into storm clouds and shoot a bolt of lightning downwards, stunning whomever it touches for a few seconds. Different clouds show different emotions, and as a result these clouds will move differently. The angry clouds will drop down faster, while the uninterested-looking clouds (and happy clouds) will move from side to side.

When you beat the duck, you'll rescue Daijoji.

FreezingInferno plays Miracle Girls - Part 1 of 6


...and now it's time for an anime-to-game translation that never made its way over here.

Tomomi and Mikage are 15-year-old twin sisters...and they have ESP abilities at their command! Telekinesis, telepathy, teleportation...they've got it all!

One day, they, their friends and two of their professors all get sucked into some sort of dimensional portal. Now Tomomi and Mikage have to split up and search for them.

Stage 1: Flower Road

Both Tomomi and Mikage play identically. A is the jump button, while B is the "throw candy" button.

You can't really defeat enemies in this game; instead, you have to throw candy at them. When they eat it, you'll be able to stand on enemies or pass by them without being harmed.

The red circle with the "B" on it acts as a screen-clearing bomb. Activate it with Y. This gets rid of all enemies and replaces them with collectible gold hearts. Collect 100 of these hearts to get a 1-Up.

Food restores your health.

The bubble with the blue flower in it is the telepathy ball. Here, the other playable character will guide you through the colored platforms and tell you which one to land on (albeit in Japanese). For this one, it's white, then orange, then white.

The star makes you invincible.

Enemies here include walking potted flowers, blue bugs with construction helmets and jackhammers, dandelion puffs and bouncing rabbits.

You'll meet the character you didn't pick at the end. You'll both save a bug family's child from being trapped underneath some blocks.

After this, you'll meet a man-sized talking bee. If you beat him in a game, he'll show you where one of your friends are.

The game is simple: spray the bee with your water gun, and keep from being hit as well by using the B button to block.

Whenever you shoot, you'll have to wait a second or two for your super soaker gauge to refill. Thankfully, the same goes for the boss.

Don't touch the blue balls that roll around, or you'll lose points.

When you win, you'll rescue Kaguera...which is strange, considering that Kaguera tried to expose Tomomi and Mikage's secret ESP powers in the manga.

Saturday, March 25, 2017

The Terminator for Sega CD - The OST

Here it is: all the tracks from the Sega CD/Mega CD version of The Terminator.

Foxhack plays The Terminator for Sega CD - Part 12 of 12


Now to crush this guy and go home. Unless you're Kyle Reese, who actually dies in the movie.


Just before the end, you'll find a ladder hidden behind a pipe. Climb down it for an extra life and some health.

You'll finally meet the Terminator in his metal chassis. Shoot the button on the machines to open the doors on the floors. It's right, right, then left for those wondering where the machines are. After the third set of doors, go left to get the gun power-up. This gives you missiles. Use these and your grenades to do enough damage to destroy its legs. If the Terminator touches you, it's instant death. When you beat the game, the Terminator will finally be crushed under the machine thanks to Sarah Connor, ending it all.


Friday, March 24, 2017

Foxhack plays The Terminator for Sega CD - Part 11 of 12


Now it's time for the final confrontation...


Level 10


After climbing those ladders at the beginning, you're probably wondering what to do next. Turns out you're supposed to shoot the machine at the left until the door blocking your path opens.

The conveyor belts are pretty self-explanatory, but they do their part in making the final level a lot harder, especially when you're trying to shoot the many turrets that can eat away at your health.

When you ride on the giant crane, jump when the humming sound it makes gets higher. This higher hum sound is made before the crane opens up and dumps you down, assuming you're standing on it when that happens. However, there is a better way to tell when you need to jump: look up at the lights. When the crane approaches one of the flashing, spinning lights, that's your cue to jump.

Also, those two enemies that don't spawn near one of the checkpoints until you double-back a couple of times are absolute bullcrap.

Foxhack plays The Terminator for Sega CD - Part 10 of 12


We're finally at the Cyberdyne Factory, where the Terminator awaits us...

Level 9


You'll be dealing with a lot of low-lying robots that will cause you to alternate between ducking and shooting. Use your grenades if you need to.

Make your way up and to the left at the beginning. You'll find another gun power-up, which turns your bullets into larger, more powerful fireballs. It is very powerful against the enemies in this level, so you'll definitely want to go get it in order to destroy the shotgun robots on wheels in a few hits and blow up the ceiling turrets instantly.

Since this is a factory, there will be some conveyor belts here and there. The colums with the sirens and some of the computer systems will block your shots while also acting as cover.

Some of the pipes are platforms. Others are not. If you throw a grenade at the pipe and it explodes on it, it's a platform. If it doesn't, don't bother jumping on it.

Be careful with the box platforms hanging off the ropes. They fall shortly after you stand on them and they can hurt you if you touch the sides.

The boss here is a giant claw. Take out the robot that comes out from the foreground.

Thursday, March 23, 2017

Foxhack plays The Terminator for Sega CD - Part 9 of 12


After saving Sarah Connor, she and Kyle Reese end up in jail. One problem: why are all these hoodlums running amok outside of the cells?

Level 8


What is with all these pits in the jail area? Sheesh, I know Los Angeles wasn't that poor in the 1980s.

The Terminator is here again. If you shoot him enough, he just falls down for a couple of seconds before getting back up. He takes a lot of shots to kill, and the first time you meet him, you'll be able to get your hands on temporary invincibility. Use your grenades to speed things up.

At one point, you can jump down a pit after a flight of stairs to find some power-ups. Keep going right and you'll re-materialize through the stairs.

Once again, there are electrical cables hanging from the ceiling that will shock you.

If you see any gray panels on the wall, shoot them down to continue through the level.

You'll see Sarah Connor twice in this level, and both times, the Terminator won't be far behind. Take him out temporarily then run straight to the other side.

Foxhack plays The Terminator for Sega CD - Part 8 of 12


This level is one big anachronism. We're in 1984, but the music is from the 1990s. What?

Level 7


This level takes place in...you guessed it...Tech Noir. Despite being in 1984, the music here sounds like it's from 1992.

Be sure to take out the light fixtures that swing around...otherwise, they're going to fall right on your head. If you're fortunate enough, you can shoot one off the ceiling and have it hit a bad guy in the head instead, causing a lot of damage. There are also some light fixtures that shoot out electricity every other seconds, so you'll want to pass them by at the right time.

Midway through the level, you find a bartender cleaning glasses with a lot of thugs around him...and a gun power-up. Lay waste to everyone and pick it up. Watch out for the bartender, though...he'll pull his shotgun out as soon as he sees you and will start firing away. With the new power-up making your firepower as good as it was in the fourth level, you should have no problem taking him out as well as other enemies that you'll meet from this point on.

You'll eventually meet a man with a machine gun, none other than the Terminator. Avoid his firepower and counter with both your gun and your grenades. You'll be playing keep-away and jumping over his bullets, but he'll eventually go down.

Wednesday, March 22, 2017

Foxhack plays The Terminator for Sega CD - Part 7 of 12


We got shot at by lead singers from hair metal bands last time. And now it's going to happen again!


Level 6


You're on the rooftops, so be careful at the bottom of the level.

You can make the moving platforms move up by simply pressing Up on the Control Pad to look up.

The knife throwers are in greater numbers here.

Follow the neon signs saying "Bar" with the arrow to...well...get through the level and find the bar.

You can climb on some of the gold vertical support beams near the small water tower.

Throw bombs at the turret of the police helicopter to bring it down.

Angry Video Game Nerd - Terminator Games




The Angry Video Game Nerd made not one, but two videos on games based on the first two Terminator movies.


Bonus: games based on movies starring Arnold Schwarzenegger.

Tuesday, March 21, 2017

Foxhack plays The Terminator for Sega CD - Part 6 of 12


We're in 1984! Now to find Sarah Connor...

Level 5


Just like in the movie, you get new clothes as well as a shotgun as soon as you make it to 1984 Los Angeles. At least you get them automatically and don't have to risk public nudity charges searching for clothes like in the movie.

Climb up the first building to power-up your gun. This allows for a faster fire rate, since you don't start with rapid fire when you travel through time. Oh, and you'll have to start stashing grenades all over again, since you won't be able to bring your grenades from the future with you.

There are a lot of goons here: pistol-packing punks with long red hair, knife tossing jerks, guys that throw Molotov cocktails, motorcyclists and even the police in their police cars all want you dead. Thankfully, the guys that you can shoot down are pretty easy to take care of, and you can easily avoid the indestructible police cars.

Since everyone here is a human, the enemies at this point in the game just collapse when they die as opposed to exploding.

Again, there are lifts that you can go up in with Up on the Control Pad.

Exploring the buildings is worth it, as there are power-ups for the taking, including a couple of extra lives.

Your first destination is to make it all the way to the bar as you search for Sarah Connor.

Foxhack plays The Terminator for Sega CD - Part 5 of 12


We're nearly there! Now to get to the transporter and return to the past!


Level 4


The gun power-up from the end of the last level is nothing short of useful.

Shoot the green squares that flash and make a lot of noise when you approach them. These will allow you to access more of the level.
You'll definitely want to take out the turrets that fire from the ceiling here. Some of them will track you as you move around, so be careful.

The boss here is the Terminator himself. Shoot at him as he teleports around the room, running around the room as you go. If you have the gun power-up, this is significantly easier. When you destroy him, you'll be able to go back in time to 1984 Los Angeles.

Monday, March 20, 2017

Foxhack plays The Terminator for Sega CD - Part 4 of 12


This is a big level.


Level 3 (continued)


At one point, there is a part of the level that contains a steel pipe that you can leap into. Hold Up on the Control Pad and jump straight up into it, and you'll end up at the top. It looks like the rest of the level and I can picture some people being stuck with this, not knowing that this has to be used to continue with the level.

Take out the turret that shoots the red lasers by throwing a couple of grenades at the laser cannon, and avoid the lasers entirely! If they hit you, you will be killed instantly.  From there, you can get a gun power-up by climbing up the metal blocks, and then exit the stage.

Foxhack plays The Terminator for Sega CD - Part 3 of 12


We're getting close to the time machine, and Skynet has decided to up the ante...


Level 3


Some of the Terminators will be manning Gatling guns. After taking enough damage, the Gatling guns disappear and they'll just start walking around like normal enemies.

Use Up and Down to use the elevators. Yeah, that should be pretty self-explanatory, but still...

Avoid the drones, even though you can shoot them down if you choose to.

The four-legged drones that look like dogs are fairly quick and will leap at you. Thankfully, your jumping ability is far superior.

You'll want to jump through the orange beam when the center is orange. If it's white, it will damage you.

Sunday, March 19, 2017

Foxhack plays The Terminator for Sega CD - Part 2 of 12


You may remember the music here from the end of one of the AGVN's Terminator videos. This is where it comes from.


Level 2


There are foreground elements at both the beginning and the end of the stage, and they way they're shown is just really weird. They only fully show up fully in those two areas, and they're almost completely hidden from view at the bottom corners of the screen. Also, the blue border flashes every couple of seconds.

You'll be dealing with a lot of Terminators as well as some spider-legged tanks. You'll also be jumping over fire pits on your way to the end of the stage.

At one point, there will be a helicopter shooting at you. Whenever you're at the top of the area and you see it, you'll want to keep moving so you don't lose your health to it. Thankfully, you only see it briefly.

You can jump to the ledge with the 1-Up, but it takes some timing to pull it off.

At the end, you'll have to deal with a giant tank. Avoid its firepower and keep your distance, and throw some grenades at it as you shoot it down.

Foxhack plays The Terminator for Sega CD - Part 1 of 12


Sega CD rides again! It's The Terminator, and unlike the other console versions, this one isn't too bad...if you can put up with some of its eccentricities.

In the Sega CD version of this game, you play as Kyle Reese, who has to make it to 1984 to save Sarah Connor. Unfortunately, you'll have to deal with Skynet's forces before you can get over there.

Level 1


He gets around fairly quickly, but aiming is a pain. You can aim upwards as well as diagonally upwards, but not downwards. If you aim diagonally, you'll also run in that direction, so aiming your gun and taking out enemies without getting hit is a pain in the neck.

When you're on stairs, keeping the joystick neutral lets you shoot diagonally in the direction you're taking them. You have to crouch to shoot straight. Again, this makes taking on enemies a little frustrating.

On ladders, you can aim in any diagonal direction as well as left or right. 

The first two enemies you'll see are the human terminators (the ones with latex skin) and the all-metal Terminators. The human ones with the latex skin have to duck down to shoot at you, and the all-metal ones can aim downwards at you...something you can't do. Fun.

There are some self-firing sniper guns that will shoot at you, but if you fire at the barrels of the guns until they explode, they won't be able to fire at you anymore.

There are some robots on tank treads that take more damage than the Terminator-type enemies, but if you're far enough away from them when you fire at them, they won't pose much of a threat.

The red First Aid crosses, refill one bar of your life, while the yellow ones replenish it fully.

The flashing grey cylinders are grenades. Use these to take out stuff below you, especially if you're on stairs. Once you're used to its throwing arc, they're pretty easy to use and the damage you do from throwing them is worth it.

The picture of Kyle Reese's face with the word "1-Up" below it is obviously an extra life.

The small black and yellow cylinders on tripods are continue points. Trigger one, and you'll continue there when you lose a life.

The green vest makes you temporarily invincible.

When you see the exit sign, you know you're either there or very nearly there. All you have to do is find it and get out.

Saturday, March 18, 2017

Wendy: Every Witch Way - The OST

Not a lot of music, but what's here isn't bad.

lukenuetzmann plays Wendy: Every Witch Way - Part 4 of 4


The game suddenly goes from being easy to appreciate to a taxing exercise in pondering why the hell a developer would making something too hard for their game's target audience (which, after some thought about who the audience is, has the potential to be pretty damn broad). I think it'll be all too easy to figure out which level takes the piss out of you.


Level 4-1


Password: Triangle, Plus, Circle, Circle

The light bulbs on bat wings are very, very annoying. They're blue when you're right-side up and red when you're upside down, and they change the gravity every three seconds while making a high-pitched shriek sound. You can't just off-screen them in order to get them to stop; you'll have to be far enough away from them to do it. They are also totally invulnerable to your attacks.

The black blobs act much like the ghosts from the last world and change color with the gravity.

The little blue guys with wings just fly in place.

You're going to have to be upside-down in order to make the jump across the platforms to the end of the level.

Level 4-2


Password: Triangle, Circle, Square, Minus

Oh, boy. Oh, no. This.

First you're going down in a maze-like section that goes downward. There are a few instances where you have to have one foot off the edge of a ledge while upside down in order to leap to a platform that you wouldn't be able to get past otherwise.

After walking around for a bit, you do another one, but it leads upward. This one is relatively easier, and is actually somewhat doable. Then you walk around some more. Then, after not seeing them for the whole level, you finally see the light bulb with the bat wings.

THIS IS WHERE THE WHOLE LEVEL GOES STRAIGHT TO HELL IN A HANDBASKET.

You have to go downwards, all the while dealing with multiple bat-winged light bulbs, and the gravity will be reversed twice every three seconds. Your only hope is to flail around on the Control Pad while at times counteracting the gravity reversing of the light bulb enemies. This is your only way of getting through this part, I swear to Jeebus.

The game is probably meant either for fans of the comic - which is a  pretty broad audience - or for little kids and made as a way to introduce them to another Harvey Comics character besides Casper the Friendly Ghost (to be fair, my generation got the Casper cartoon on Fox Kids back in the 1990s), so it's pretty damn disheartening to head all the way here, then...BOOM! The game takes the mickey out of you and mentally bashes your brain in with something that is neither straightforward or a puzzle, and instead is an exercise in frustration, timing and obviously patience that you probably don't even have. Did the compass leading to the middle ground between "challenging enough to be fun" and "ingenious enough with the gravity-reversing play mechanics" break so badly all of a sudden that the developers couldn't find the parking lot?

Again...to be fair...WayForward also made Shantae for Game Boy Color, and that was a "Metroid-vania" style adventure of interesting proportions. They've developed some pretty good games, some of them based on licensed properties, this being one of them. But it just makes you wonder...

Level 4-3


Password: Triangle, Minus, Cross, Square

This level is much easier compared to the first two. (At least you won't have to contend with the bat-winged light bulbs here.) There are a few areas where it's easy to take a hit and at least one instance where you can easily fall up into a spike pit, but this level is much better.

The last part of this is a huge pit leading down. Follow the stars so you don't get hit by stray enemies. After this, the whole side-scrolling exploration part of the game is over.

Final Area


Destroy the enemies and get the maximum of five stars. At the end, you'll meet a giant dragon.  Avoid the red stones he shoots out, and send the green stones back at him by shooting them and reversing gravity so the green rock hits him in the face. If you score a hit, keep shooting at the mouth. After dealing enough damage, the game is over! You did it!


Friday, March 17, 2017

lukenuetzmann plays Wendy: Every Witch Way - Part 3 of 4


Uh, oh. It's spikes time.

Level 3-1


Password: Triangle, Triangle, Plus, Minus

The skeletons, ghosts and hooded figures all reverse gravity with you. The ghosts will slowly float down if they go down (or up) a gap in the floor, giving you plenty of time to get rid of them. The skeletons are slightly taller than most enemies, but they're still easy to contend with.

The hooded figures come in three varieties: the green ones are vanilla enemies, the brown ones are somewhat faster, and the red ones are much, much faster. These guys will change from green to brown to red when they land on spikes after gravity is changed.

Spikes start becoming more prevalent around this point in the game, so be careful.

Level 3-2


Password: Triangle, Triangle, Star, Circle

There's not much to say about this level, other than that it's easier than the last one.

Level 3-3


Password: Triangle, Triangle, Square, Square

Well, it was only a matter of time before the game threw a spike-infested maze your way that assumes you know how the gravity-reversing play mechanics work. Be sure to jump so you can see more of where you want to go and plan your movements.

Bonus Level


Meet the third bonus level. It's the same as the other two! Yay!

IGN Gameplay of Wendy: Every Witch Way


Because I can't find a good review of this and I can't think of anything else for the intermission.

Thursday, March 16, 2017

lukenuetzmann plays Wendy: Every Witch Way - Part 2 of 4


Face it, this isn't getting any easier. Or harder.

Level 2-1


Password: Triangle, Plus, Minus, Triangle

The blobs that jump around and the slime will both change gravity with you. The slimes will also destroy any enemies that jump into them.

The blobs are easier to take out when you have the spread shot.

To beat the guys that carry the bombs, you'll want to get close enough so that they drop a bomb, then reverse gravity to send the bomb back to them.

Level 2-2


Password: Triangle, Minus, Plus, Triangle

The guys with the arrows on their heads are rather fast, and if they hide in the bushes, you won't be able to shoot them out as your shots have no effect on the bushes even at full power. Sometimes, when you jump over a bush while they're in one, they will stab upwards at you as you jump forward. The only way to get them out is by reversing gravity, as it works on them.

Level 2-3


Password: Triangle, Star, Circle, Star

The blue blocks near the end switch gravity with you, so use gravity to your advantage to make your way to the end.

Bonus Level


Despite having different (yet still simple) enemies, this isn't much harder than the first bonus level.

lukenuetzmann plays Wendy: Every Witch Way - Part 1 of 4


Oh, hey, a licensed game from WayForward before they hit it big with the Shantae series. This one doesn't seem too bad, thankfully.

Wendy opens a chest. Magical stones fly out. Gravity goes haywire. A flying castle drops down. We have to find the stones now.

Level 1-1


The stars not only act at hit points, but also as weapon upgrades. Three stars give you fireballs, four give you a normal spread shot, five give you spread fireballs that are bigger than your regular firepower.

Besides running and jumping, you can also reverse gravity and walk on the ceiling with Up and A. Some enemies such as the slugs won't be affected, while other such as the knights will go up and down with you. You can also do this while jumping, either straight up or in either direction. This will come into play in later levels.

Touch the magical stone to end the level.

Level 1-2


Password: Triangle, Square, Star, Circle

You'll have to pick up stars again, as you go back to zero at the beginning of every level.

Don't forget, you can reverse gravity and walk upside down to go underneath the red and yellow platforms.

The red pig with the shield can be stunned by reversing the gravity. Send him up to stun him, so he can't use his shield to block your magic zaps.

Be careful how you get around near the end so the knights don't make it harder to get around.

Level 1-3


Password: Triangle, Circle, Star, Square

This is where the spikes start showing up. These are instant death if you touch them.

The shield pigs get stunned when they fall.

The spiked blocks will do the opposite of whatever you're doing. If you're walking on the ceiling, they'll be on the ground...and vice versa.

There's a maze near the end, but it's not too hard.

Bonus Level


Believe it or not, you have to make your way through the bonus level. If you die, you start back at the beginning like in a normal level. Some bonus level.

This is your everyday normal horizontal shooter, where you shoot things and collect stars as you go from one tower to another. Nothing more.

Wednesday, March 15, 2017

Bomberman '94 - The OST

Here's all the tracks from Bomberman '94, albeit in reverse order. Enjoy!

newfiebangaa plays Bomberman '94 - Part 6 of 6


We finally take on the guy who started this whole mess on his own earth! At least you don't have to go far to find him, unlike Bomberman '93 where you had to go through an entire world to get to the Black Bomberman.


Area 6: Bagula's Fortress


Stage 6-1


Some of the enemies take one hit and are weaker versions of robot enemies you've seen before. Other ones are new.

This part has five sections, and you'll be traveling downwards towards the boss room as you go between sections. You have nine minutes and 59 seconds, and the time does not increase when you enter a new section, so you'll have to be quick.

The brown blocks that shoot out steam may stun you, but they won't be able to kill you. Either way, they can set you up for your demise if you're at the wrong place at the wrong time. Be careful.

The gears that are spinning around in pairs limit your movement, making it so that you can't walk between them.

Some of the destroyable blocks here have skulls on them. If you detonate them with your bombs, they'll create another explosion in their wake.

The robots with the boxing glove hands take three hits to kill. If there are any destructible blocks in their path, they will punch them to get rid of them, which slows them down for a little bit.

The purple Louie allows you to jump. The yellow Louie (which isn't in this LP) can kick the destructible blocks.

Bagular


When you meet Bagular, four red robots surround him like a force field. You'll want to stay on the move and destroy these things, as they can fire lasers in multiple directions.

When you destroy them, Bagular summons his dragon mech. Its head will move and back forth from the stomach. Bomb the head while avoiding both the head and its flames (which will detonate the bombs on contact).

When the mech lifts its hands and opens them, they're about to fire twin lasers. The pattern is straight across, parallel diagonal, straight across, intersecting diagonal.

After damaging the head of the mech enough times, you'll fight Bagular himself. He has a couple of attacks.

When he tosses just one bomb ahead, the bomb will explode when it hits the ground. You will want to be away from the explosion's path as soon as possible when he does this.

Sometimes Bagular will whirl four bombs above him, and they will land in random places. You'll want to be out of the path of their explosions, and the best place to hide would be someplace where none of the bombs can reach you. Sometimes he will be floating above the ground, while other times he won't. You obviously want to hit Bagular while he's on the ground and walking around, and you'll need to time it so that the explosions can reach him, since he changes direction upon seeing your bombs.

Once you do enough damage to Bagular, you've won!


Tuesday, March 14, 2017

newfiebangaa plays Bomberman '94 - Part 5 of 6


At least there aren't any ice physics.

Area 5: Ice Land


Stage 5-1


The big blue guys will chase after you if they see you. If you blow them up, they split into a few smaller guys that you'll have to get rid of.

The gold robots around here move very slowly. They'll sometimes be carrying globes, and if they're not, they'll be shooting at you with flamethrowers.

The bird robots take two hits to kill. They can also shoot missiles, so watch out. The missiles can also detonate the bombs if they touch them.

The orange guys take only one hit to destroy, but they do have the habit of standing still and crying, leaving them wide open.

Stage 5-2


The flying robots can obviously fly over the destructible blocks. They take two hits to kill.

The blue bunnies on ice skates only take one hit. They take longer than the other enemies to die, though.

Stage 5-3


The red guys with the hats will jump over your explosions, then taunt you. Hit them again as they taunt to kill you.

Some of the penguins will be shooting missiles. If you're out in the open, look for the red X on the ground and you'll know where they'll land.

There's an igloo near the door to the second section. If you hide in there when a missile penguin fires away, the missile won't be able to do anything to you.

This is the first area with three sections instead of just one or two.

Stage 5-4


Not much new stuff here. The sections do get smaller as you progress, though, so be careful in the third section.

Boss


The ice princess is way too easy. She can throw her crown for limited distance and shoot ice crystals across the screen, but the attacks are easy to avoid and she stays low  enough to the ground and is slow enough for you to attack her multiple times without any problems, making her without a doubt the easiest boss in the game. She's even easier if you have the Remote Bombs.

newfiebangaa plays Bomberman '94 - Part 4 of 6


It's like they made a haunted world for the sake of having one. Or something. I dunno.

Area 4: Haunted Land


Stage 4-1


The bats can fly over the barrels, which are the destructible blocks of this world. The robots that hop one space at a time take two hits to kill.

The picture of the bomb with the red lines near it allows you to walk through bombs.

The motorcycle robots take one hit to kill.

When you're in the second section, you're going to be in the dark and you'll only be able to see a few inches in front of you. The eyes moving around in the dark are your only clue to where all the enemies are at.

The enemies with the big eyes take one hit to kill.

The bats in the walls at the sides are just part of the background, so don't worry about them swooping down at you.

Stage 4-2


The blue dragons with the horns can fly in place to avoid your bombs' explosions. This pattern was seen in Bomberman '93, and it's just as easy to deal with: get him to fly, then hit him with an explosion as soon as he lands. Remote bombs make this easier.

The ghosts are new enemies here, but they take one hit to kill and go through destructible blocks just like the bats. They may turn transparent, but they can still be killed in that state.

Stage 4-3


The bats you see flying around in the beginning are just part of the foreground.

There is a wooden stand holding the barrel in place in the second section. If you blow it up, the barrel being held back will roll down the screen, flattening any enemies in its path and immobilizing it temporarily so you can blow them up more easily.

Stage 4-4


Nothing new here.

Boss


The boss here is a vampire. It's more of a vampire bat than a vampire, though.

Wait for the boss to land and shoot outs blue fire from its wings. Avoid them as you bomb the bat. You'll never want to be in front of this guy when he attacks, as they can be tough to avoid when you are. 

Sometimes he splits into four smaller bats. Bomb them all, and the last one turns back into the boss.

Other times he'll fly low and flap his wings vigorously. This lets you get some free hits on him.

Monday, March 13, 2017

VCDECIDE: Bomberman '94 and Mega Bomberman


VCDECIDE made a pretty useful video that lets you compare Bomberman '94 for the PC Engine and Mega Bomberman for the Sega Genesis/Mega Drive.

If you want to listen to just one of the games, you can go to your volume settings and move the audio balance either all the way to the left speaker for
Bomberman '94 or all the way to the right for Mega Bomberman.

newfiebangaa plays Bomberman '94 - Part 3 of 6


Whoa, we're underwater! Well, at least Bomberman can still breathe down there.

Area 3: Water Land


Stage 3-1


The starfish move really fast, the jellyfish will try to shock you in four directions, and the blue submarine robots blow you back. These robots are the first enemies you'll see that take two hits to kill.

The fish in the foreground are just there for show. Hudson Soft sure knew how to program for this system.

The Pink Louie just does a dance when you press Button II. At least you can still ride him for an extra hit.

Stage 3-2


The gray fish move really slow, while the crabs take two hits to kill. Then again, the grey fish do, too. The only difference is that the grey fish can move through the destructible blocks.

The pits are dead ends.

The brown submarine robots can sink into the ground and move faster than usual when they do, but they'll eventually come out of the ground and move around as normal. At that point, they're vulnerable to your bombs again. These also take two hits.

The picture of the three bombs allows you to lay down a line of bombs by double-tapping Button I.

Stage 3-3


There will be some smaller fish that have shadows that will be able to move back and forth in the permanent walls that are part of the stage. Don't confuse these with some of the ones that are enemies, which have larger shadows and can't move into them. Seriously, those clown fish drove me nuts for a good thirty seconds.

The second section has a sunken ship, which is pretty nice.

The picture of Bomberman is a 1-Up.

The green Louie can dash through the level very, very quickly. You can go from one corner of an area to another in a flash. If you have the Remote Bombs, though, this gets messy, as you'll use the ability along with the remote detonation much like with any of the Louies.

Stage 3-4


The picture of the Heart is a free hit. You can have only free hit in reserve.

The picture of the brick wall allows you to walk through destructible walls.

Boss


The boss is a crab. Get behind it and bomb the center of the crab, and avoid the bubbles, which come out in fours and are fired at you in a 45-degree angle. After enough hits, you'll be fighting its underside. This time, there will be eight bubbles with one being shot in each direction. Stay on the move, and do not stand near the crab as you keep bombing the crap out of it. After enough hits, the crab is gone.

Sunday, March 12, 2017

newfiebangaa plays Bomberman '94 - Part 2 of 6


The action heats up, almost literally, as we enter the volcanic region of Bomber Planet to continue the adventure!

Area 2: Fire Land


Stage 2-1


There are robots that stop to shoot their flamethrowers, fast-moving birds and rocks with legs. Be careful with the flamethrower robots, as the flamethrowers will set off your bombs.

The picture of the roller skates increases your walking speed.

Stage 2-2


Watch out near the volcanoes, as trails of lava travel from one to another. If you're in the path of these balls of lava, you're going to be burnt.

The red guys will dash at you when they see you. See if you can use this to your advantage and trap them between a bomb and a destroyable block. The fire wheel enemies are just vanilla enemies.

The mine carts are really good. They're fast, they can destroy any destroyable blocks in the way of the tracks and they can even mow down enemies. They're a great way to get one part of the area to the other.

The second section has a giant, indestructible volcano. When it shoots volcanic rocks in the area, watch the screen for shadows so you can see where they'll land.

Stage 2-3


Except for bridges over pits, there's not much else here that's new. I do have to admit that the bridge pits make these areas look very exciting.

Well, there are stairs, though. Bomb explosions cannot travel through stairs.

The picture of the clock freezes all enemies for a brief amount of time. Enemies can still harm you if you touch them, and the timer still runs.

Stage 2-4


The first section combines just about everything except the stairs. Stay on the move.

The picture of the heart with the bomb in it is the Remote Bomb. With this, the bombs don't activate until you tap Button II.

The second one is just as dangerous as the first. The mine cart has a section where it jumps to the tracks on the other side of a gap, and there are stairs here.

The Dark Blue Louie kicks bombs in case you don't have the Kick power-up.

Boss


Pyramid Megazord activated! The boss here is a giant pyramid with arms and legs. When his top opens up, he'll shoot four missiles of blue fire. Watch the shadows to see where they'll land, and stay away so the flames don't burn you as they travel forward. This guy will also jump as well, but if you're far enough away it's not much of a problem. Having the detonator will make this (and all the other boss battles) easier.